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fix(SpotLight): support for logarithmic depth (#1737)
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CodyJasonBennett authored Dec 3, 2023
1 parent daeb964 commit 10939e4
Showing 1 changed file with 69 additions and 61 deletions.
130 changes: 69 additions & 61 deletions src/materials/SpotLightMaterial.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -18,70 +18,78 @@ export class SpotLightMaterial extends THREE.ShaderMaterial {
transparent: true,
depthWrite: false,
vertexShader: /* glsl */ `
varying vec3 vNormal;
varying vec3 vWorldPosition;
varying float vViewZ;
varying float vIntensity;
uniform vec3 spotPosition;
uniform float attenuation;
void main() {
// compute intensity
vNormal = normalize( normalMatrix * normal );
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
vWorldPosition = worldPosition.xyz;
vec4 viewPosition = viewMatrix * worldPosition;
vViewZ = viewPosition.z;
float intensity = distance(worldPosition.xyz, spotPosition) / attenuation;
intensity = 1.0 - clamp(intensity, 0.0, 1.0);
vIntensity = intensity;
// set gl_Position
gl_Position = projectionMatrix * viewPosition;
}`,
fragmentShader: /* glsl */ `
#include <packing>
varying vec3 vNormal;
varying vec3 vWorldPosition;
uniform vec3 lightColor;
uniform vec3 spotPosition;
uniform float attenuation;
uniform float anglePower;
uniform sampler2D depth;
uniform vec2 resolution;
uniform float cameraNear;
uniform float cameraFar;
varying float vViewZ;
varying float vIntensity;
uniform float opacity;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);
return viewZ;
}
void main() {
float d = 1.0;
bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;
if (isSoft) {
vec2 sUv = gl_FragCoord.xy / resolution;
d = readDepth(depth, sUv);
varying vec3 vNormal;
varying float vViewZ;
varying float vIntensity;
uniform vec3 spotPosition;
uniform float attenuation;
#include <common>
#include <logdepthbuf_pars_vertex>
void main() {
// compute intensity
vNormal = normalize(normalMatrix * normal);
vec4 worldPosition = modelMatrix * vec4(position, 1);
vec4 viewPosition = viewMatrix * worldPosition;
vViewZ = viewPosition.z;
vIntensity = 1.0 - saturate(distance(worldPosition.xyz, spotPosition) / attenuation);
gl_Position = projectionMatrix * viewPosition;
#include <logdepthbuf_vertex>
}
float intensity = vIntensity;
vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));
float angleIntensity = pow( dot(normal, vec3(0.0, 0.0, 1.0)), anglePower );
intensity *= angleIntensity;
// fades when z is close to sampled depth, meaning the cone is intersecting existing geometry
if (isSoft) {
intensity *= smoothstep(0., 1., vViewZ - d);
`,
fragmentShader: /* glsl */ `
varying vec3 vNormal;
varying float vViewZ;
varying float vIntensity;
uniform vec3 lightColor;
uniform float anglePower;
uniform sampler2D depth;
uniform vec2 resolution;
uniform float cameraNear;
uniform float cameraFar;
uniform float opacity;
#include <packing>
#include <logdepthbuf_pars_fragment>
float readDepth(sampler2D depthSampler, vec2 uv) {
float fragCoordZ = texture(depthSampler, uv).r;
// https://github.com/mrdoob/three.js/issues/23072
#ifdef USE_LOGDEPTHBUF
float viewZ = 1.0 - exp2(fragCoordZ * log(cameraFar + 1.0) / log(2.0));
#else
float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);
#endif
return viewZ;
}
gl_FragColor = vec4(lightColor, intensity * opacity);
#include <tonemapping_fragment>
#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
}`,
void main() {
#include <logdepthbuf_fragment>
vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));
float angleIntensity = pow(dot(normal, vec3(0, 0, 1)), anglePower);
float intensity = vIntensity * angleIntensity;
// fades when z is close to sampled depth, meaning the cone is intersecting existing geometry
bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;
if (isSoft) {
vec2 uv = gl_FragCoord.xy / resolution;
intensity *= smoothstep(0.0, 1.0, vViewZ - readDepth(depth, uv));
}
gl_FragColor = vec4(lightColor, intensity * opacity);
#include <tonemapping_fragment>
#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
}
`,
})
}
}

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