Implementation
Map<String, dynamic> shaderLib = {
"basic": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["specularmap"],
uniformsLib["envmap"],
uniformsLib["aomap"],
uniformsLib["lightmap"],
uniformsLib["fog"]
]),
"vertexShader": shaderChunk["meshbasic_vert"],
"fragmentShader": shaderChunk["meshbasic_frag"]
},
"lambert": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["specularmap"],
uniformsLib["envmap"],
uniformsLib["aomap"],
uniformsLib["lightmap"],
uniformsLib["emissivemap"],
uniformsLib["fog"],
uniformsLib["lights"],
{
"emissive": {"value": Color.fromHex32(0x000000)}
}
]),
"vertexShader": shaderChunk["meshlambert_vert"],
"fragmentShader": shaderChunk["meshlambert_frag"]
},
"phong": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["specularmap"],
uniformsLib["envmap"],
uniformsLib["aomap"],
uniformsLib["lightmap"],
uniformsLib["emissivemap"],
uniformsLib["bumpmap"],
uniformsLib["normalmap"],
uniformsLib["displacementmap"],
uniformsLib["fog"],
uniformsLib["lights"],
{
"emissive": {"value": Color.fromHex32(0x000000)},
"specular": {"value": Color.fromHex32(0x111111)},
"shininess": {"value": 30}
}
]),
"vertexShader": shaderChunk["meshphong_vert"],
"fragmentShader": shaderChunk["meshphong_frag"]
},
"standard": shaderLibStandard,
"toon": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["aomap"],
uniformsLib["lightmap"],
uniformsLib["emissivemap"],
uniformsLib["bumpmap"],
uniformsLib["normalmap"],
uniformsLib["displacementmap"],
uniformsLib["gradientmap"],
uniformsLib["fog"],
uniformsLib["lights"],
{
"emissive": {"value": Color.fromHex32(0x000000)}
}
]),
"vertexShader": shaderChunk["meshtoon_vert"],
"fragmentShader": shaderChunk["meshtoon_frag"]
},
"matcap": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["bumpmap"],
uniformsLib["normalmap"],
uniformsLib["displacementmap"],
uniformsLib["fog"],
{
"matcap": {"value": null}
}
]),
"vertexShader": shaderChunk["meshmatcap_vert"],
"fragmentShader": shaderChunk["meshmatcap_frag"]
},
"points": {
"uniforms": mergeUniforms([uniformsLib["points"], uniformsLib["fog"]]),
"vertexShader": shaderChunk["points_vert"],
"fragmentShader": shaderChunk["points_frag"]
},
"dashed": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["fog"],
{
"scale": {"value": 1},
"dashSize": {"value": 1},
"totalSize": {"value": 2}
}
]),
"vertexShader": shaderChunk["linedashed_vert"],
"fragmentShader": shaderChunk["linedashed_frag"]
},
"depth": {
"uniforms":
mergeUniforms([uniformsLib["common"], uniformsLib["displacementmap"]]),
"vertexShader": shaderChunk["depth_vert"],
"fragmentShader": shaderChunk["depth_frag"]
},
"normal": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["bumpmap"],
uniformsLib["normalmap"],
uniformsLib["displacementmap"],
{
"opacity": {"value": 1.0}
}
]),
"vertexShader": shaderChunk["meshnormal_vert"],
"fragmentShader": shaderChunk["meshnormal_frag"]
},
"sprite": {
"uniforms": mergeUniforms([uniformsLib["sprite"], uniformsLib["fog"]]),
"vertexShader": shaderChunk["sprite_vert"],
"fragmentShader": shaderChunk["sprite_frag"]
},
"background": {
"uniforms": {
"uvTransform": {"value": Matrix3.identity()},
"t2D": {"value": null},
},
"vertexShader": shaderChunk["background_vert"],
"fragmentShader": shaderChunk["background_frag"]
},
/* -------------------------------------------------------------------------
// Cube map shader
------------------------------------------------------------------------- */
"cube": {
"uniforms": mergeUniforms([
uniformsLib["envmap"],
{
"opacity": {"value": 1.0}
}
]),
"vertexShader": shaderChunk["cube_vert"],
"fragmentShader": shaderChunk["cube_frag"]
},
"equirect": {
"uniforms": {
"tEquirect": {"value": null},
},
"vertexShader": shaderChunk["equirect_vert"],
"fragmentShader": shaderChunk["equirect_frag"]
},
"distanceRGBA": {
"uniforms": mergeUniforms([
uniformsLib["common"],
uniformsLib["displacementmap"],
{
"referencePosition": {"value": Vector3.zero()},
"nearDistance": {"value": 1},
"farDistance": {"value": 1000}
}
]),
"vertexShader": shaderChunk["distanceRGBA_vert"],
"fragmentShader": shaderChunk["distanceRGBA_frag"]
},
"shadow": {
"uniforms": mergeUniforms([
uniformsLib["lights"],
uniformsLib["fog"],
{
"color": {"value": Color.fromHex32(0x000000)},
"opacity": {"value": 1.0}
},
]),
"vertexShader": shaderChunk["shadow_vert"],
"fragmentShader": shaderChunk["shadow_frag"]
},
"physical": {
"uniforms": mergeUniforms([
shaderLibStandard["uniforms"],
{
"clearcoat": {"value": 0},
"clearcoatMap": {"value": null},
"clearcoatRoughness": {"value": 0},
"clearcoatRoughnessMap": {"value": null},
"clearcoatNormalScale": {"value": Vector2(1, 1)},
"clearcoatNormalMap": {"value": null},
"sheenColor": {"value": Color.fromHex32(0x000000)},
"sheenColorMap": {},
"sheenRoughness": {"value": 1.0},
"sheenRoughnessMap": {},
"transmission": {"value": 0},
"transmissionMap": {"value": null},
"transmissionSamplerSize": {"value": Vector2.zero()},
"transmissionSamplerMap": {"value": null},
"thickness": {"value": 0},
"thicknessMap": {"value": null},
"attenuationDistance": {"value": 0},
"attenuationColor": {"value": Color.fromHex32(0x000000)},
"specularIntensity": {"value": 1.0},
"specularIntensityMap": {"value": null},
"specularColor": {"value": Color(1, 1, 1)},
"specularColorMap": {"value": null}
}
]),
"vertexShader": shaderChunk["meshphysical_vert"],
"fragmentShader": shaderChunk["meshphysical_frag"]
}
};