ToonShader
GLSL
by jason870509
HTML
<div id="info">
GLSL ToonShader
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://raw.githack.com/mrdoob/three.js/dev/examples/js/geometries/TeapotBufferGeometry.js"></script>
<script id="myVertexShader" type="x-shader/x-vertex">
uniform vec3 lightpos;
varying float ndotl;
varying vec3 lightdir;
varying vec3 eyenorm;
void main() {
gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
//vec4 worldpos = modelMatrix * vec4 (position, 1.0);
//ndotl = dot (normalize(lightpos.xyz - worldpos.xyz), normal);
vec4 eyepos = modelViewMatrix * vec4 (position, 1.0);
vec4 lighteye = viewMatrix * vec4 (lightpos, 1.0);
lightdir = lighteye.xyz - eyepos.xyz;
eyenorm = normalMatrix * normal;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying float ndotl;
varying vec3 lightdir;
varying vec3 eyenorm;
void main() {
float nn = dot (normalize(lightdir), normalize(eyenorm));
if (nn > 0.8) {
nn= 1.0;
} else if (nn > 0.6) {
nn = 0.6;
} else {
nn = 0.2;
}
gl_FragColor = vec4 (nn,nn,nn, 1.0);
}
</script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var scene, renderer, camera;
var jsonModel;
var angle = 0;
var pointLight;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000);
camera.position.z = 200;
camera.lookAt(new THREE.Vector3(0, 0, 0));
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(200, 20, 'red','white');
scene.add(gridXZ);
pointLight = new THREE.PointLight(0xffffff);
//pointLight.position.set(0, 300, 200);
scene.add(pointLight);
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
lightmodel = new THREE.Mesh(new THREE.SphereGeometry(3, 16, 16), new THREE.MeshBasicMaterial({
color: 0xffff00
}));
scene.add(lightmodel);
//////////////////////////////////////////////////////////////////////
teapotMaterial = new THREE.ShaderMaterial({
uniforms: {
lightpos: {
type: 'v3',
value: new THREE.Vector3(0, 30, 20)
}
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
var geometry = new THREE.TeapotBufferGeometry();
var teapotMesh = new THREE.Mesh(geometry, teapotMaterial);
teapotMesh.scale.set (.21,.21,.21);
teapotMesh.position.set (50,0,0);
teapotMesh2 = teapotMesh.clone();
teapotMesh2.position.set (-50,0,50);
scene.add (teapotMesh);
scene.add (teapotMesh2);
}
function animate() {
angle += 0.01;
pointLight.position.set(40 * Math.cos(angle), 75, 40 * Math.sin(angle));
// update the uniform variable
teapotMaterial.uniforms.lightpos.value.copy(pointLight.position);
...