(function (global, factory) { if (typeof define === "function" && define.amd) { define(["exports", "three"], factory); } else if (typeof exports !== "undefined") { factory(exports, require("three")); } else { var mod = { exports: {} }; factory(mod.exports, global.three); global.MMDToonShader = mod.exports; } })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) { "use strict"; Object.defineProperty(_exports, "__esModule", { value: true }); _exports.MMDToonShader = void 0; /** * MMD Toon Shader * * This shader is extended from MeshPhongMaterial, and merged algorithms with * MeshToonMaterial and MeshMetcapMaterial. * Ideas came from https://github.com/mrdoob/three.js/issues/19609 * * Combining steps: * * Declare matcap uniform. * * Add gradientmap_pars_fragment. * * Use gradient irradiances instead of dotNL irradiance from MeshPhongMaterial. * (Replace lights_phong_pars_fragment with lights_mmd_toon_pars_fragment) * * Add mmd_toon_matcap_fragment. */ var lights_mmd_toon_pars_fragment = "\nvarying vec3 vViewPosition;\n\nstruct BlinnPhongMaterial {\n\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n\n};\n\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n\n}\n\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\n}\n\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n\n#define Material_LightProbeLOD( material )\t(0)\n"; var mmd_toon_matcap_fragment = "\n#ifdef USE_MATCAP\n\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks\n\tvec4 matcapColor = texture2D( matcap, uv );\n\tmatcapColor = matcapTexelToLinear( matcapColor );\n\n\t#ifdef MATCAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight *= matcapColor.rgb;\n\n\t#elif defined( MATCAP_BLENDING_ADD )\n\n\t\toutgoingLight += matcapColor.rgb;\n\n\t#endif\n\n#endif\n"; var MMDToonShader = { defines: { TOON: true, MATCAP: true, MATCAP_BLENDING_ADD: true }, uniforms: _three.UniformsUtils.merge([_three.ShaderLib.toon.uniforms, _three.ShaderLib.phong.uniforms, _three.ShaderLib.matcap.uniforms]), vertexShader: _three.ShaderLib.phong.vertexShader, fragmentShader: _three.ShaderLib.phong.fragmentShader.replace('#include <common>', "\n\t\t\t\t\t#ifdef USE_MATCAP\n\t\t\t\t\t\tuniform sampler2D matcap;\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#include <common>\n\t\t\t\t").replace('#include <envmap_common_pars_fragment>', "\n\t\t\t\t\t#include <gradientmap_pars_fragment>\n\t\t\t\t\t#include <envmap_common_pars_fragment>\n\t\t\t\t").replace('#include <lights_phong_pars_fragment>', lights_mmd_toon_pars_fragment).replace('#include <envmap_fragment>', "\n\t\t\t\t\t#include <envmap_fragment>\n\t\t\t\t\t".concat(mmd_toon_matcap_fragment, "\n\t\t\t\t")) }; _exports.MMDToonShader = MMDToonShader; });