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Fix CSM Example #18703

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Feb 22, 2020
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94 changes: 86 additions & 8 deletions examples/jsm/csm/Shader.js
Original file line number Diff line number Diff line change
@@ -1,90 +1,168 @@
import * as THREE from '../../../build/three.module.js';

export default {
lights_fragment_begin: `
lights_fragment_begin: /* glsl */`
GeometricContext geometry;
geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = normalize( vViewPosition );
geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
#ifdef CLEARCOAT
geometry.clearcoatNormal = clearcoatNormal;
#endif
IncidentLight directLight;
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
PointLight pointLight;
#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
PointLightShadow pointLightShadow;
#endif
#pragma unroll_loop
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
pointLight = pointLights[ i ];
getPointDirectLightIrradiance( pointLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
directLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
pointLightShadow = pointLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
SpotLight spotLight;
#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
SpotLightShadow spotLightShadow;
#endif
#pragma unroll_loop
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
spotLight = spotLights[ i ];
getSpotDirectLightIrradiance( spotLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
directLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
spotLightShadow = spotLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
DirectionalLight directionalLight;
float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLightShadow;
#endif
#pragma unroll_loop
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
directionalLightShadow = directionalLightShadows[ i ];
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
#endif
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
DirectionalLight directionalLight;
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLightShadow;
#endif
#pragma unroll_loop
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
RectAreaLight rectAreaLight;
#pragma unroll_loop
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
rectAreaLight = rectAreaLights[ i ];
RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
}
#endif
#if defined( RE_IndirectDiffuse )
vec3 iblIrradiance = vec3( 0.0 );
vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
irradiance += getLightProbeIrradiance( lightProbe, geometry );
#if ( NUM_HEMI_LIGHTS > 0 )
#pragma unroll_loop
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
}
#endif
#endif
#if defined( RE_IndirectSpecular )
vec3 radiance = vec3( 0.0 );
vec3 clearcoatRadiance = vec3( 0.0 );
#endif
`,
lights_pars_begin: `
lights_pars_begin: /* glsl */`
#if defined( USE_CSM ) && defined( CSM_CASCADES )
uniform vec2 CSM_cascades[CSM_CASCADES];
uniform float cameraNear;
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