src/viewer/scene/mesh/shadow/ShadowShaderSource.js
/**
* @private
*/
class ShadowShaderSource {
constructor(mesh) {
this.vertex = buildVertex(mesh);
this.fragment = buildFragment(mesh);
}
}
function buildVertex(mesh) {
const scene = mesh.scene;
const clipping = scene._sectionPlanesState.sectionPlanes.length > 0;
const quantizedGeometry = !!mesh._geometry._state.compressGeometry;
const src = [];
src.push("// Mesh shadow vertex shader");
src.push("in vec3 position;");
src.push("uniform mat4 modelMatrix;");
src.push("uniform mat4 shadowViewMatrix;");
src.push("uniform mat4 shadowProjMatrix;");
src.push("uniform vec3 offset;");
if (quantizedGeometry) {
src.push("uniform mat4 positionsDecodeMatrix;");
}
if (clipping) {
src.push("out vec4 vWorldPosition;");
}
src.push("void main(void) {");
src.push("vec4 localPosition = vec4(position, 1.0); ");
src.push("vec4 worldPosition;");
if (quantizedGeometry) {
src.push("localPosition = positionsDecodeMatrix * localPosition;");
}
src.push("worldPosition = modelMatrix * localPosition;");
src.push("worldPosition.xyz = worldPosition.xyz + offset;");
src.push("vec4 viewPosition = shadowViewMatrix * worldPosition; ");
if (clipping) {
src.push("vWorldPosition = worldPosition;");
}
src.push(" gl_Position = shadowProjMatrix * viewPosition;");
src.push("}");
return src;
}
function buildFragment(mesh) {
const scene = mesh.scene;
const gl = scene.canvas.gl;
const sectionPlanesState = scene._sectionPlanesState;
const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
const src = [];
src.push("// Mesh shadow fragment shader");
src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
src.push("precision highp float;");
src.push("precision highp int;");
src.push("#else");
src.push("precision mediump float;");
src.push("precision mediump int;");
src.push("#endif");
if (clipping) {
src.push("uniform bool clippable;");
src.push("in vec4 vWorldPosition;");
for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
src.push("uniform bool sectionPlaneActive" + i + ";");
src.push("uniform vec3 sectionPlanePos" + i + ";");
src.push("uniform vec3 sectionPlaneDir" + i + ";");
}
}
src.push("vec4 encodeFloat( const in float depth ) {");
src.push(" const vec4 bitShift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);");
src.push(" const vec4 bitMask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);");
src.push(" vec4 comp = fract(depth * bitShift);");
src.push(" comp -= comp.xxyz * bitMask;");
src.push(" return comp;");
src.push("}");
src.push("out vec4 outColor;");
src.push("void main(void) {");
if (clipping) {
src.push("if (clippable) {");
src.push(" float dist = 0.0;");
for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
src.push("if (sectionPlaneActive" + i + ") {");
src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
src.push("}");
}
src.push(" if (dist > 0.0) { discard; }");
src.push("}");
}
src.push("outColor = encodeFloat(gl_FragCoord.z);");
src.push("}");
return src;
}
export {ShadowShaderSource};