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+/**
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+ * @author alteredq / http://alteredqualia.com/
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+ *
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+ */
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+
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+import {
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+ Color,
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+ ShaderChunk,
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+ UniformsLib,
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+ UniformsUtils,
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+ Vector2
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+} from "../../../build/three.module.js";
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+
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+var TerrainShader = {
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+
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+ /* -------------------------------------------------------------------------
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+ // Dynamic terrain shader
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+ // - Blinn-Phong
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+ // - height + normal + diffuse1 + diffuse2 + specular + detail maps
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+ // - point, directional and hemisphere lights (use with "lights: true" material option)
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+ // - shadow maps receiving
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+ ------------------------------------------------------------------------- */
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+
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+ uniforms: UniformsUtils.merge( [
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+
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+ UniformsLib[ "fog" ],
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+ UniformsLib[ "lights" ],
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+
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+ {
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+
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+ "enableDiffuse1": { value: 0 },
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+ "enableDiffuse2": { value: 0 },
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+ "enableSpecular": { value: 0 },
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+ "enableReflection": { value: 0 },
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+
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+ "tDiffuse1": { value: null },
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+ "tDiffuse2": { value: null },
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+ "tDetail": { value: null },
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+ "tNormal": { value: null },
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+ "tSpecular": { value: null },
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+ "tDisplacement": { value: null },
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+
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+ "uNormalScale": { value: 1.0 },
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+
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+ "uDisplacementBias": { value: 0.0 },
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+ "uDisplacementScale": { value: 1.0 },
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+
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+ "diffuse": { value: new Color( 0xeeeeee ) },
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+ "specular": { value: new Color( 0x111111 ) },
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+ "shininess": { value: 30 },
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+ "opacity": { value: 1 },
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+
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+ "uRepeatBase": { value: new Vector2( 1, 1 ) },
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+ "uRepeatOverlay": { value: new Vector2( 1, 1 ) },
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+
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+ "uOffset": { value: new Vector2( 0, 0 ) }
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+
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+ }
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+
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+ ] ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 diffuse;",
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+ "uniform vec3 specular;",
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+ "uniform float shininess;",
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+ "uniform float opacity;",
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+
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+ "uniform bool enableDiffuse1;",
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+ "uniform bool enableDiffuse2;",
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+ "uniform bool enableSpecular;",
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+
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+ "uniform sampler2D tDiffuse1;",
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+ "uniform sampler2D tDiffuse2;",
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+ "uniform sampler2D tDetail;",
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+ "uniform sampler2D tNormal;",
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+ "uniform sampler2D tSpecular;",
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+ "uniform sampler2D tDisplacement;",
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+
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+ "uniform float uNormalScale;",
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+
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+ "uniform vec2 uRepeatOverlay;",
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+ "uniform vec2 uRepeatBase;",
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+
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+ "uniform vec2 uOffset;",
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+
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+ "varying vec3 vTangent;",
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+ "varying vec3 vBinormal;",
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ ShaderChunk[ "common" ],
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+ ShaderChunk[ "bsdfs" ],
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+ ShaderChunk[ "lights_pars_begin" ],
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+ ShaderChunk[ "shadowmap_pars_fragment" ],
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+ ShaderChunk[ "fog_pars_fragment" ],
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+
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+ "float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {",
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+ "if ( decayExponent > 0.0 ) {",
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+ "return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );",
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+ "}",
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+ "return 1.0;",
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+ "}",
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+
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+ "void main() {",
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+
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+ "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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+ "vec4 diffuseColor = vec4( diffuse, opacity );",
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+
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+ "vec3 specularTex = vec3( 1.0 );",
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+
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+ "vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
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+ "vec2 uvBase = uRepeatBase * vUv;",
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+
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+ "vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
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+ "normalTex.xy *= uNormalScale;",
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+ "normalTex = normalize( normalTex );",
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+
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+ "if( enableDiffuse1 && enableDiffuse2 ) {",
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+
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+ "vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
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+ "vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
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+
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+ "colDiffuse1 = GammaToLinear( colDiffuse1, float( GAMMA_FACTOR ) );",
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+ "colDiffuse2 = GammaToLinear( colDiffuse2, float( GAMMA_FACTOR ) );",
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+
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+ "diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
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+
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+ " } else if( enableDiffuse1 ) {",
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+
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+ "diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
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+
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+ "} else if( enableDiffuse2 ) {",
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+
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+ "diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
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+
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+ "}",
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+
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+ "if( enableSpecular )",
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+ "specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
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+
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+ "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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+ "vec3 finalNormal = tsb * normalTex;",
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+
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+ "vec3 normal = normalize( finalNormal );",
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+ "vec3 viewPosition = normalize( vViewPosition );",
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+
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+ "vec3 totalDiffuseLight = vec3( 0.0 );",
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+ "vec3 totalSpecularLight = vec3( 0.0 );",
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+
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+ // point lights
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+
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+ "#if NUM_POINT_LIGHTS > 0",
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+
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+ "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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+
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+ "vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
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+
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+ "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
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+
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+ "lVector = normalize( lVector );",
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+
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+ "vec3 pointHalfVector = normalize( lVector + viewPosition );",
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+
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+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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+ "float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
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+
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+ "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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+
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+ "totalDiffuseLight += attenuation * pointLights[ i ].color * pointDiffuseWeight;",
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+ "totalSpecularLight += attenuation * pointLights[ i ].color * specular * pointSpecularWeight * pointDiffuseWeight;",
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+
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+ "}",
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+
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+ "#endif",
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+
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+ // directional lights
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+
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+ "#if NUM_DIR_LIGHTS > 0",
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+
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+ "vec3 dirDiffuse = vec3( 0.0 );",
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+ "vec3 dirSpecular = vec3( 0.0 );",
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+
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+ "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
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+
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+ "vec3 dirVector = directionalLights[ i ].direction;",
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+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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+
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+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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+
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+ "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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+
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+ "totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
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+ "totalSpecularLight += directionalLights[ i ].color * specular * dirSpecularWeight * dirDiffuseWeight;",
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+
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+ "}",
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+
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+ "#endif",
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+
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+ // hemisphere lights
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+
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+ "#if NUM_HEMI_LIGHTS > 0",
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+
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+ "vec3 hemiDiffuse = vec3( 0.0 );",
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+ "vec3 hemiSpecular = vec3( 0.0 );",
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+
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+ "for( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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+
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+ "vec3 lVector = hemisphereLightDirection[ i ];",
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+
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+ // diffuse
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+
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+ "float dotProduct = dot( normal, lVector );",
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+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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+
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+ "totalDiffuseLight += mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight );",
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+
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+ // specular (sky light)
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+
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+ "float hemiSpecularWeight = 0.0;",
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+
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+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
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+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
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+ "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
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+
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+ // specular (ground light)
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+
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+ "vec3 lVectorGround = -lVector;",
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+
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+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
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+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
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+ "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
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+
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+ "totalSpecularLight += specular * mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
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+
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+ "}",
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+
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+ "#endif",
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+
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+ "outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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+
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+ "gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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+
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+ ShaderChunk[ "fog_fragment" ],
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ vertexShader: [
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+
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+ "attribute vec4 tangent;",
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+
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+ "uniform vec2 uRepeatBase;",
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+
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+ "uniform sampler2D tNormal;",
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+
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+ "#ifdef VERTEX_TEXTURES",
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+
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+ "uniform sampler2D tDisplacement;",
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+ "uniform float uDisplacementScale;",
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+ "uniform float uDisplacementBias;",
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+
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+ "#endif",
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+
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+ "varying vec3 vTangent;",
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+ "varying vec3 vBinormal;",
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ ShaderChunk[ "shadowmap_pars_vertex" ],
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+ ShaderChunk[ "fog_pars_vertex" ],
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+
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+ "void main() {",
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+
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+ "vNormal = normalize( normalMatrix * normal );",
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+
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+ // tangent and binormal vectors
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+
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+ "vTangent = normalize( normalMatrix * tangent.xyz );",
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+
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+ "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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+ "vBinormal = normalize( vBinormal );",
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+
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+ // texture coordinates
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+
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+ "vUv = uv;",
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+
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+ "vec2 uvBase = uv * uRepeatBase;",
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+
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+ // displacement mapping
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+
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+ "#ifdef VERTEX_TEXTURES",
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+
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+ "vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
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+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
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+ "vec3 displacedPosition = normal * df + position;",
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+
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+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
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+ "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
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+
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+ "#else",
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+
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+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "#endif",
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+
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+ "gl_Position = projectionMatrix * mvPosition;",
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+
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+ "vViewPosition = -mvPosition.xyz;",
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+
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+ "vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
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+ "vNormal = normalMatrix * normalTex;",
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+
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+ ShaderChunk[ "shadowmap_vertex" ],
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+ ShaderChunk[ "fog_vertex" ],
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+};
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+
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+export { TerrainShader };
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