diff --git a/docs/manual/en/introduction/Import-via-modules.html b/docs/manual/en/introduction/Import-via-modules.html
index fe49b8e833cdd..d8299725307ea 100644
--- a/docs/manual/en/introduction/Import-via-modules.html
+++ b/docs/manual/en/introduction/Import-via-modules.html
@@ -301,6 +301,7 @@
Importable Examples
TechnicolorShader
TerrainShader
ToneMapShader
+ ToonShader
TranslucentShader
TriangleBlurShader
UnpackDepthRGBAShader
diff --git a/examples/js/ShaderToon.js b/examples/js/ShaderToon.js
deleted file mode 100644
index 4566ce9a91bbf..0000000000000
--- a/examples/js/ShaderToon.js
+++ /dev/null
@@ -1,331 +0,0 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * ShaderToon currently contains:
- *
- * toon1
- * toon2
- * hatching
- * dotted
- */
-
-THREE.ShaderToon = {
-
- 'toon1' : {
-
- uniforms: {
-
- "uDirLightPos": { value: new THREE.Vector3() },
- "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
-
- "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
-
- "uBaseColor": { value: new THREE.Color( 0xffffff ) }
-
- },
-
- vertexShader: [
-
- "varying vec3 vNormal;",
- "varying vec3 vRefract;",
-
- "void main() {",
-
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
-
- "vNormal = normalize( normalMatrix * normal );",
-
- "vec3 I = worldPosition.xyz - cameraPosition;",
- "vRefract = refract( normalize( I ), worldNormal, 1.02 );",
-
- "gl_Position = projectionMatrix * mvPosition;",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 uBaseColor;",
-
- "uniform vec3 uDirLightPos;",
- "uniform vec3 uDirLightColor;",
-
- "uniform vec3 uAmbientLightColor;",
-
- "varying vec3 vNormal;",
-
- "varying vec3 vRefract;",
-
- "void main() {",
-
- "float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
- "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
-
- "float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
- "intensity += length(lightWeighting) * 0.2;",
-
- "float cameraWeighting = dot( normalize( vNormal ), vRefract );",
- "intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
- "intensity = intensity * 0.2 + 0.3;",
-
- "if ( intensity < 0.50 ) {",
-
- "gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
-
- "} else {",
-
- "gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
-
- "}",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'toon2' : {
-
- uniforms: {
-
- "uDirLightPos": { value: new THREE.Vector3() },
- "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
-
- "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
-
- "uBaseColor": { value: new THREE.Color( 0xeeeeee ) },
- "uLineColor1": { value: new THREE.Color( 0x808080 ) },
- "uLineColor2": { value: new THREE.Color( 0x000000 ) },
- "uLineColor3": { value: new THREE.Color( 0x000000 ) },
- "uLineColor4": { value: new THREE.Color( 0x000000 ) }
-
- },
-
- vertexShader: [
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalize( normalMatrix * normal );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 uBaseColor;",
- "uniform vec3 uLineColor1;",
- "uniform vec3 uLineColor2;",
- "uniform vec3 uLineColor3;",
- "uniform vec3 uLineColor4;",
-
- "uniform vec3 uDirLightPos;",
- "uniform vec3 uDirLightColor;",
-
- "uniform vec3 uAmbientLightColor;",
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
- "float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
-
- "gl_FragColor = vec4( uBaseColor, 1.0 );",
-
- "if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
-
- "gl_FragColor *= vec4( uLineColor1, 1.0 );",
-
- "}",
-
- "if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
-
- "gl_FragColor *= vec4( uLineColor2, 1.0 );",
-
- "}",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'hatching' : {
-
- uniforms: {
-
- "uDirLightPos": { value: new THREE.Vector3() },
- "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
-
- "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
-
- "uBaseColor": { value: new THREE.Color( 0xffffff ) },
- "uLineColor1": { value: new THREE.Color( 0x000000 ) },
- "uLineColor2": { value: new THREE.Color( 0x000000 ) },
- "uLineColor3": { value: new THREE.Color( 0x000000 ) },
- "uLineColor4": { value: new THREE.Color( 0x000000 ) }
-
- },
-
- vertexShader: [
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalize( normalMatrix * normal );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 uBaseColor;",
- "uniform vec3 uLineColor1;",
- "uniform vec3 uLineColor2;",
- "uniform vec3 uLineColor3;",
- "uniform vec3 uLineColor4;",
-
- "uniform vec3 uDirLightPos;",
- "uniform vec3 uDirLightColor;",
-
- "uniform vec3 uAmbientLightColor;",
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
- "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
-
- "gl_FragColor = vec4( uBaseColor, 1.0 );",
-
- "if ( length(lightWeighting) < 1.00 ) {",
-
- "if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
-
- "gl_FragColor = vec4( uLineColor1, 1.0 );",
-
- "}",
-
- "}",
-
- "if ( length(lightWeighting) < 0.75 ) {",
-
- "if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
-
- "gl_FragColor = vec4( uLineColor2, 1.0 );",
-
- "}",
- "}",
-
- "if ( length(lightWeighting) < 0.50 ) {",
-
- "if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
-
- "gl_FragColor = vec4( uLineColor3, 1.0 );",
-
- "}",
- "}",
-
- "if ( length(lightWeighting) < 0.3465 ) {",
-
- "if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
-
- "gl_FragColor = vec4( uLineColor4, 1.0 );",
-
- "}",
- "}",
-
- "}"
-
- ].join( "\n" )
-
- },
-
- 'dotted' : {
-
- uniforms: {
-
- "uDirLightPos": { value: new THREE.Vector3() },
- "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
-
- "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
-
- "uBaseColor": { value: new THREE.Color( 0xffffff ) },
- "uLineColor1": { value: new THREE.Color( 0x000000 ) }
-
- },
-
- vertexShader: [
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalize( normalMatrix * normal );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform vec3 uBaseColor;",
- "uniform vec3 uLineColor1;",
- "uniform vec3 uLineColor2;",
- "uniform vec3 uLineColor3;",
- "uniform vec3 uLineColor4;",
-
- "uniform vec3 uDirLightPos;",
- "uniform vec3 uDirLightColor;",
-
- "uniform vec3 uAmbientLightColor;",
-
- "varying vec3 vNormal;",
-
- "void main() {",
-
- "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
- "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
-
- "gl_FragColor = vec4( uBaseColor, 1.0 );",
-
- "if ( length(lightWeighting) < 1.00 ) {",
-
- "if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
-
- "gl_FragColor = vec4( uLineColor1, 1.0 );",
-
- "}",
-
- "}",
-
- "if ( length(lightWeighting) < 0.50 ) {",
-
- "if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
-
- "gl_FragColor = vec4( uLineColor1, 1.0 );",
-
- "}",
-
- "}",
-
- "}"
-
- ].join( "\n" )
-
- }
-
-};
diff --git a/examples/js/shaders/ToonShader.js b/examples/js/shaders/ToonShader.js
new file mode 100644
index 0000000000000..e0fa321c1ec06
--- /dev/null
+++ b/examples/js/shaders/ToonShader.js
@@ -0,0 +1,330 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Currently contains:
+ *
+ * toon1
+ * toon2
+ * hatching
+ * dotted
+ */
+
+THREE.ToonShader1 = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new THREE.Vector3() },
+ "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
+
+ "uBaseColor": { value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+ "varying vec3 vRefract;",
+
+ "void main() {",
+
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
+
+ " vNormal = normalize( normalMatrix * normal );",
+
+ " vec3 I = worldPosition.xyz - cameraPosition;",
+ " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
+
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "varying vec3 vRefract;",
+
+ "void main() {",
+
+ " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+
+ " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
+ " intensity += length(lightWeighting) * 0.2;",
+
+ " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
+ " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
+ " intensity = intensity * 0.2 + 0.3;",
+
+ " if ( intensity < 0.50 ) {",
+
+ " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
+
+ " } else {",
+
+ " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+THREE.ToonShader2 = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new THREE.Vector3() },
+ "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
+
+ "uBaseColor": { value: new THREE.Color( 0xeeeeee ) },
+ "uLineColor1": { value: new THREE.Color( 0x808080 ) },
+ "uLineColor2": { value: new THREE.Color( 0x000000 ) },
+ "uLineColor3": { value: new THREE.Color( 0x000000 ) },
+ "uLineColor4": { value: new THREE.Color( 0x000000 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ " vNormal = normalize( normalMatrix * normal );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+ "uniform vec3 uLineColor1;",
+ "uniform vec3 uLineColor2;",
+ "uniform vec3 uLineColor3;",
+ "uniform vec3 uLineColor4;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
+ " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
+
+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
+
+ " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
+
+ " gl_FragColor *= vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
+
+ " gl_FragColor *= vec4( uLineColor2, 1.0 );",
+
+ " }",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+THREE.ToonShaderHatching = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new THREE.Vector3() },
+ "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
+
+ "uBaseColor": { value: new THREE.Color( 0xffffff ) },
+ "uLineColor1": { value: new THREE.Color( 0x000000 ) },
+ "uLineColor2": { value: new THREE.Color( 0x000000 ) },
+ "uLineColor3": { value: new THREE.Color( 0x000000 ) },
+ "uLineColor4": { value: new THREE.Color( 0x000000 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ " vNormal = normalize( normalMatrix * normal );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+ "uniform vec3 uLineColor1;",
+ "uniform vec3 uLineColor2;",
+ "uniform vec3 uLineColor3;",
+ "uniform vec3 uLineColor4;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+
+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
+
+ " if ( length(lightWeighting) < 1.00 ) {",
+
+ " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.75 ) {",
+
+ " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor2, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.50 ) {",
+
+ " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor3, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.3465 ) {",
+
+ " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor4, 1.0 );",
+
+ " }",
+
+ " }",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+THREE.ToonShaderDotted = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new THREE.Vector3() },
+ "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
+
+ "uBaseColor": { value: new THREE.Color( 0xffffff ) },
+ "uLineColor1": { value: new THREE.Color( 0x000000 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ " vNormal = normalize( normalMatrix * normal );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+ "uniform vec3 uLineColor1;",
+ "uniform vec3 uLineColor2;",
+ "uniform vec3 uLineColor3;",
+ "uniform vec3 uLineColor4;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
+ "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+
+ "gl_FragColor = vec4( uBaseColor, 1.0 );",
+
+ "if ( length(lightWeighting) < 1.00 ) {",
+
+ " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
+
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.50 ) {",
+
+ " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
+
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " }",
+
+ "}"
+
+ ].join( "\n" )
+
+};
diff --git a/examples/jsm/shaders/ToonShader.d.ts b/examples/jsm/shaders/ToonShader.d.ts
new file mode 100644
index 0000000000000..ae9119bff3a0a
--- /dev/null
+++ b/examples/jsm/shaders/ToonShader.d.ts
@@ -0,0 +1,56 @@
+import {
+ Uniform
+} from '../../../src/Three';
+
+export interface ToonShader1 {
+ uniforms: {
+ uDirLightPos: Uniform;
+ uDirLightColor: Uniform;
+ uAmbientLightColor: Uniform;
+ uBaseColor: Uniform;
+ };
+ vertexShader: string;
+ fragmentShader: string;
+}
+
+export interface ToonShader2 {
+ uniforms: {
+ uDirLightPos: Uniform;
+ uDirLightColor: Uniform;
+ uAmbientLightColor: Uniform;
+ uBaseColor: Uniform;
+ uLineColor1: Uniform;
+ uLineColor2: Uniform;
+ uLineColor3: Uniform;
+ uLineColor4: Uniform;
+ };
+ vertexShader: string;
+ fragmentShader: string;
+}
+
+export interface ToonShaderHatching {
+ uniforms: {
+ uDirLightPos: Uniform;
+ uDirLightColor: Uniform;
+ uAmbientLightColor: Uniform;
+ uBaseColor: Uniform;
+ uLineColor1: Uniform;
+ uLineColor2: Uniform;
+ uLineColor3: Uniform;
+ uLineColor4: Uniform;
+ };
+ vertexShader: string;
+ fragmentShader: string;
+}
+
+export interface ToonShaderDotted {
+ uniforms: {
+ uDirLightPos: Uniform;
+ uDirLightColor: Uniform;
+ uAmbientLightColor: Uniform;
+ uBaseColor: Uniform;
+ uLineColor1: Uniform;
+ };
+ vertexShader: string;
+ fragmentShader: string;
+}
diff --git a/examples/jsm/shaders/ToonShader.js b/examples/jsm/shaders/ToonShader.js
new file mode 100644
index 0000000000000..88169d762773c
--- /dev/null
+++ b/examples/jsm/shaders/ToonShader.js
@@ -0,0 +1,337 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Currently contains:
+ *
+ * toon1
+ * toon2
+ * hatching
+ * dotted
+ */
+
+import {
+ Color,
+ Vector3
+} from "../../../build/three.module.js";
+
+var ToonShader1 = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new Vector3() },
+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
+
+ "uBaseColor": { value: new Color( 0xffffff ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+ "varying vec3 vRefract;",
+
+ "void main() {",
+
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
+
+ " vNormal = normalize( normalMatrix * normal );",
+
+ " vec3 I = worldPosition.xyz - cameraPosition;",
+ " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
+
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "varying vec3 vRefract;",
+
+ "void main() {",
+
+ " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+
+ " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
+ " intensity += length(lightWeighting) * 0.2;",
+
+ " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
+ " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
+ " intensity = intensity * 0.2 + 0.3;",
+
+ " if ( intensity < 0.50 ) {",
+
+ " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
+
+ " } else {",
+
+ " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+var ToonShader2 = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new Vector3() },
+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
+
+ "uBaseColor": { value: new Color( 0xeeeeee ) },
+ "uLineColor1": { value: new Color( 0x808080 ) },
+ "uLineColor2": { value: new Color( 0x000000 ) },
+ "uLineColor3": { value: new Color( 0x000000 ) },
+ "uLineColor4": { value: new Color( 0x000000 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ " vNormal = normalize( normalMatrix * normal );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+ "uniform vec3 uLineColor1;",
+ "uniform vec3 uLineColor2;",
+ "uniform vec3 uLineColor3;",
+ "uniform vec3 uLineColor4;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
+ " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
+
+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
+
+ " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
+
+ " gl_FragColor *= vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
+
+ " gl_FragColor *= vec4( uLineColor2, 1.0 );",
+
+ " }",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+var ToonShaderHatching = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new Vector3() },
+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
+
+ "uBaseColor": { value: new Color( 0xffffff ) },
+ "uLineColor1": { value: new Color( 0x000000 ) },
+ "uLineColor2": { value: new Color( 0x000000 ) },
+ "uLineColor3": { value: new Color( 0x000000 ) },
+ "uLineColor4": { value: new Color( 0x000000 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ " vNormal = normalize( normalMatrix * normal );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+ "uniform vec3 uLineColor1;",
+ "uniform vec3 uLineColor2;",
+ "uniform vec3 uLineColor3;",
+ "uniform vec3 uLineColor4;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+
+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
+
+ " if ( length(lightWeighting) < 1.00 ) {",
+
+ " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.75 ) {",
+
+ " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor2, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.50 ) {",
+
+ " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor3, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.3465 ) {",
+
+ " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
+
+ " gl_FragColor = vec4( uLineColor4, 1.0 );",
+
+ " }",
+
+ " }",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+var ToonShaderDotted = {
+
+ uniforms: {
+
+ "uDirLightPos": { value: new Vector3() },
+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
+
+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
+
+ "uBaseColor": { value: new Color( 0xffffff ) },
+ "uLineColor1": { value: new Color( 0x000000 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ " vNormal = normalize( normalMatrix * normal );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 uBaseColor;",
+ "uniform vec3 uLineColor1;",
+ "uniform vec3 uLineColor2;",
+ "uniform vec3 uLineColor3;",
+ "uniform vec3 uLineColor4;",
+
+ "uniform vec3 uDirLightPos;",
+ "uniform vec3 uDirLightColor;",
+
+ "uniform vec3 uAmbientLightColor;",
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
+ "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+
+ "gl_FragColor = vec4( uBaseColor, 1.0 );",
+
+ "if ( length(lightWeighting) < 1.00 ) {",
+
+ " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
+
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " }",
+
+ " if ( length(lightWeighting) < 0.50 ) {",
+
+ " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
+
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
+
+ " }",
+
+ " }",
+
+ "}"
+
+ ].join( "\n" )
+
+};
+
+export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };
diff --git a/examples/webgl_marchingcubes.html b/examples/webgl_marchingcubes.html
index f06c98bb40612..9096d1b5099a3 100644
--- a/examples/webgl_marchingcubes.html
+++ b/examples/webgl_marchingcubes.html
@@ -21,7 +21,7 @@
-
+
@@ -161,10 +161,10 @@
// toons
- var toonMaterial1 = createShaderMaterial( "toon1", light, ambientLight );
- var toonMaterial2 = createShaderMaterial( "toon2", light, ambientLight );
- var hatchingMaterial = createShaderMaterial( "hatching", light, ambientLight );
- var dottedMaterial = createShaderMaterial( "dotted", light, ambientLight );
+ var toonMaterial1 = createShaderMaterial( THREE.ToonShader1, light, ambientLight );
+ var toonMaterial2 = createShaderMaterial( THREE.ToonShader2, light, ambientLight );
+ var hatchingMaterial = createShaderMaterial( THREE.ToonShaderHatching, light, ambientLight );
+ var dottedMaterial = createShaderMaterial( THREE.ToonShaderDotted, light, ambientLight );
var texture = new THREE.TextureLoader().load( "textures/UV_Grid_Sm.jpg" );
texture.wrapS = THREE.RepeatWrapping;
@@ -243,9 +243,7 @@
}
- function createShaderMaterial( id, light, ambientLight ) {
-
- var shader = THREE.ShaderToon[ id ];
+ function createShaderMaterial( shader, light, ambientLight ) {
var u = THREE.UniformsUtils.clone( shader.uniforms );
diff --git a/utils/modularize.js b/utils/modularize.js
index 5ff94791e79aa..aea6feab24daf 100644
--- a/utils/modularize.js
+++ b/utils/modularize.js
@@ -187,6 +187,7 @@ var files = [
{ path: 'shaders/TechnicolorShader.js', dependencies: [], ignoreList: [] },
{ path: 'shaders/TerrainShader.js', dependencies: [], ignoreList: [] },
{ path: 'shaders/ToneMapShader.js', dependencies: [], ignoreList: [] },
+ { path: 'shaders/ToonShader.js', dependencies: [], ignoreList: [] },
{ path: 'shaders/TranslucentShader.js', dependencies: [], ignoreList: [] },
{ path: 'shaders/TriangleBlurShader.js', dependencies: [], ignoreList: [] },
{ path: 'shaders/UnpackDepthRGBAShader.js', dependencies: [], ignoreList: [] },