| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393 | ( function () {	/** * References: * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html */	var SSRShader = {		defines: {			MAX_STEP: 0,			PERSPECTIVE_CAMERA: true,			DISTANCE_ATTENUATION: true,			FRESNEL: true,			INFINITE_THICK: false,			SELECTIVE: false		},		uniforms: {			'tDiffuse': {				value: null			},			'tNormal': {				value: null			},			'tMetalness': {				value: null			},			'tDepth': {				value: null			},			'cameraNear': {				value: null			},			'cameraFar': {				value: null			},			'resolution': {				value: new THREE.Vector2()			},			'cameraProjectionMatrix': {				value: new THREE.Matrix4()			},			'cameraInverseProjectionMatrix': {				value: new THREE.Matrix4()			},			'opacity': {				value: .5			},			'maxDistance': {				value: 180			},			'cameraRange': {				value: 0			},			'thickness': {				value: .018			}		},		vertexShader:  /* glsl */  `		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}	`,		fragmentShader:  /* glsl */  `		// precision highp float;		precision highp sampler2D;		varying vec2 vUv;		uniform sampler2D tDepth;		uniform sampler2D tNormal;		uniform sampler2D tMetalness;		uniform sampler2D tDiffuse;		uniform float cameraRange;		uniform vec2 resolution;		uniform float opacity;		uniform float cameraNear;		uniform float cameraFar;		uniform float maxDistance;		uniform float thickness;		uniform mat4 cameraProjectionMatrix;		uniform mat4 cameraInverseProjectionMatrix;		#include <packing>		float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {			//x0: point, x1: linePointA, x2: linePointB			//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html			return length(cross(x0-x1,x0-x2))/length(x2-x1);		}		float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){			// https://mathworld.wolfram.com/Point-PlaneDistance.html			//// https://en.wikipedia.org/wiki/Plane_(geometry)			//// http://paulbourke.net/geometry/pointlineplane/			float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;			float x0=point.x,y0=point.y,z0=point.z;			float x=planePoint.x,y=planePoint.y,z=planePoint.z;			float d=-(a*x+b*y+c*z);			float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);			return distance;		}		float getDepth( const in vec2 uv ) {			return texture2D( tDepth, uv ).x;		}		float getViewZ( const in float depth ) {			#ifdef PERSPECTIVE_CAMERA				return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );			#else				return orthographicDepthToViewZ( depth, cameraNear, cameraFar );			#endif		}		vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {			vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc			clipPosition *= clipW; //clip			return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view		}		vec3 getViewNormal( const in vec2 uv ) {			return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );		}		vec2 viewPositionToXY(vec3 viewPosition){			vec2 xy;			vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);			xy=clip.xy;//clip			float clipW=clip.w;			xy/=clipW;//NDC			xy=(xy+1.)/2.;//uv			xy*=resolution;//screen			return xy;		}		void main(){			#ifdef SELECTIVE				float metalness=texture2D(tMetalness,vUv).r;				if(metalness==0.) return;			#endif			float depth = getDepth( vUv );			float viewZ = getViewZ( depth );			if(-viewZ>=cameraFar) return;			float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];			vec3 viewPosition=getViewPosition( vUv, depth, clipW );			vec2 d0=gl_FragCoord.xy;			vec2 d1;			vec3 viewNormal=getViewNormal( vUv );			#ifdef PERSPECTIVE_CAMERA				vec3 viewIncidentDir=normalize(viewPosition);				vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);			#else				vec3 viewIncidentDir=vec3(0,0,-1);				vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);			#endif			float maxReflectRayLen=maxDistance/dot(-viewIncidentDir,viewNormal);			// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html			// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)			// maxDistance/maxReflectRayLen=cos(theta)			// maxDistance/maxReflectRayLen==dot(a,b)			// maxReflectRayLen==maxDistance/dot(a,b)			vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;			#ifdef PERSPECTIVE_CAMERA				if(d1viewPosition.z>-cameraNear){					//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx					float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;					d1viewPosition=viewPosition+viewReflectDir*t;				}			#endif			d1=viewPositionToXY(d1viewPosition);			float totalLen=length(d1-d0);			float xLen=d1.x-d0.x;			float yLen=d1.y-d0.y;			float totalStep=max(abs(xLen),abs(yLen));			float xSpan=xLen/totalStep;			float ySpan=yLen/totalStep;			for(float i=0.;i<float(MAX_STEP);i++){				if(i>=totalStep) break;				vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);				if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;				float s=length(xy-d0)/totalLen;				vec2 uv=xy/resolution;				float d = getDepth(uv);				float vZ = getViewZ( d );				if(-vZ>=cameraFar) continue;				float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];				vec3 vP=getViewPosition( uv, d, cW );				#ifdef PERSPECTIVE_CAMERA					// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf					float recipVPZ=1./viewPosition.z;					float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));				#else					float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);				#endif				// if(viewReflectRayZ>vZ) continue; // will cause "npm run make-screenshot webgl_postprocessing_ssr" high probability hang.				// https://github.com/mrdoob/three.js/pull/21539#issuecomment-821061164				if(viewReflectRayZ<=vZ){					bool hit;					#ifdef INFINITE_THICK						hit=true;					#else						float away=pointToLineDistance(vP,viewPosition,d1viewPosition);						float minThickness;						vec2 xyNeighbor=xy;						xyNeighbor.x+=1.;						vec2 uvNeighbor=xyNeighbor/resolution;						vec3 vPNeighbor=getViewPosition(uvNeighbor,d,cW);						minThickness=vPNeighbor.x-vP.x;						minThickness*=3.;						float tk=max(minThickness,thickness);						hit=away<=tk;					#endif					if(hit){						vec3 vN=getViewNormal( uv );						if(dot(viewReflectDir,vN)>=0.) continue;						float distance=pointPlaneDistance(vP,viewPosition,viewNormal);						if(distance>maxDistance) break;						float op=opacity;						#ifdef DISTANCE_ATTENUATION							float ratio=1.-(distance/maxDistance);							float attenuation=ratio*ratio;							op=opacity*attenuation;						#endif						#ifdef FRESNEL							float fresnelCoe=(dot(viewIncidentDir,viewReflectDir)+1.)/2.;							op*=fresnelCoe;						#endif						vec4 reflectColor=texture2D(tDiffuse,uv);						gl_FragColor.xyz=reflectColor.xyz;						gl_FragColor.a=op;						break;					}				}			}		}	`	};	var SSRDepthShader = {		defines: {			'PERSPECTIVE_CAMERA': 1		},		uniforms: {			'tDepth': {				value: null			},			'cameraNear': {				value: null			},			'cameraFar': {				value: null			}		},		vertexShader:  /* glsl */  `		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}	`,		fragmentShader:  /* glsl */  `		uniform sampler2D tDepth;		uniform float cameraNear;		uniform float cameraFar;		varying vec2 vUv;		#include <packing>		float getLinearDepth( const in vec2 uv ) {			#if PERSPECTIVE_CAMERA == 1				float fragCoordZ = texture2D( tDepth, uv ).x;				float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );				return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );			#else				return texture2D( tDepth, uv ).x;			#endif		}		void main() {			float depth = getLinearDepth( vUv );			float d = 1.0 - depth;			// d=(d-.999)*1000.;			gl_FragColor = vec4( vec3( d ), 1.0 );		}	`	};	var SSRBlurShader = {		uniforms: {			'tDiffuse': {				value: null			},			'resolution': {				value: new THREE.Vector2()			},			'opacity': {				value: .5			}		},		vertexShader:  /* glsl */  `		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}	`,		fragmentShader:  /* glsl */  `		uniform sampler2D tDiffuse;		uniform vec2 resolution;		varying vec2 vUv;		void main() {			//reverse engineering from PhotoShop blur filter, then change coefficient			vec2 texelSize = ( 1.0 / resolution );			vec4 c=texture2D(tDiffuse,vUv);			vec2 offset;			offset=(vec2(-1,0))*texelSize;			vec4 cl=texture2D(tDiffuse,vUv+offset);			offset=(vec2(1,0))*texelSize;			vec4 cr=texture2D(tDiffuse,vUv+offset);			offset=(vec2(0,-1))*texelSize;			vec4 cb=texture2D(tDiffuse,vUv+offset);			offset=(vec2(0,1))*texelSize;			vec4 ct=texture2D(tDiffuse,vUv+offset);			// float coeCenter=.5;			// float coeSide=.125;			float coeCenter=.2;			float coeSide=.2;			float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;			vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;			gl_FragColor=vec4(rgb,a);		}	`	};	THREE.SSRBlurShader = SSRBlurShader;	THREE.SSRDepthShader = SSRDepthShader;	THREE.SSRShader = SSRShader;} )();
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