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Update WaterShader.js add Fog and Side Support

This ports over the updates that Jbouny made to his repo that add fog and side support to the water shader.
Kevin hace 10 años
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commit
3cb726be56
Se han modificado 1 ficheros con 28 adiciones y 15 borrados
  1. 28 15
      examples/js/WaterShader.js

+ 28 - 15
examples/js/WaterShader.js

@@ -9,17 +9,21 @@
 
 THREE.ShaderLib[ 'water' ] = {
 
-	uniforms: { "normalSampler":	{ type: "t", value: null },
-				"mirrorSampler":	{ type: "t", value: null },
-				"alpha":			{ type: "f", value: 1.0 },
-				"time":				{ type: "f", value: 0.0 },
-				"distortionScale":	{ type: "f", value: 20.0 },
-				"textureMatrix" :	{ type: "m4", value: new THREE.Matrix4() },
-				"sunColor":			{ type: "c", value: new THREE.Color( 0x7F7F7F ) },
-				"sunDirection":		{ type: "v3", value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
-				"eye":				{ type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
-				"waterColor":		{ type: "c", value: new THREE.Color( 0x555555 ) }
-	},
+	uniforms: THREE.UniformsUtils.merge( [
+		THREE.UniformsLib[ "fog" ], { 
+			"normalSampler":    { type: "t", value: null },
+			"mirrorSampler":    { type: "t", value: null },
+			"alpha":            { type: "f", value: 1.0 },
+			"time":             { type: "f", value: 0.0 },
+			"distortionScale":  { type: "f", value: 20.0 },
+			"noiseScale":       { type: "f", value: 1.0 },
+			"textureMatrix" :   { type: "m4", value: new THREE.Matrix4() },
+			"sunColor":         { type: "c", value: new THREE.Color(0x7F7F7F) },
+			"sunDirection":     { type: "v3", value: new THREE.Vector3(0.70707, 0.70707, 0) },
+			"eye":              { type: "v3", value: new THREE.Vector3(0, 0, 0) },
+			"waterColor":       { type: "c", value: new THREE.Color(0x555555) }
+		}
+	] ),
 
 	vertexShader: [
 		'uniform mat4 textureMatrix;',
@@ -73,7 +77,10 @@ THREE.ShaderLib[ 'water' ] = {
 		'	specularColor += pow( direction, shiny ) * sunColor * spec;',
 		'	diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
 		'}',
-		
+
+		THREE.ShaderChunk[ "common" ],
+		THREE.ShaderChunk[ "fog_pars_fragment" ],		
+
 		'void main()',
 		'{',
 		'	vec4 noise = getNoise( worldPosition.xz );',
@@ -96,7 +103,9 @@ THREE.ShaderLib[ 'water' ] = {
 		'	float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
 		'	vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
 		'	vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
-		'	gl_FragColor = vec4( albedo, alpha );',
+		'	vec3 outgoingLight = albedo;',
+			THREE.ShaderChunk[ "fog_fragment" ],
+		'	gl_FragColor = vec4( outgoingLight, alpha );',		
 		'}'
 	].join( '\n' )
 
@@ -128,7 +137,9 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	this.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
 	this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
 	this.distortionScale = optionalParameter( options.distortionScale, 20.0 );
-	
+	this.side = optionalParameter(options.side, THREE.FrontSide);
+	this.fog = optionalParameter(options.fog, false);
+
 	this.renderer = renderer;
 	this.scene = scene;
 	this.mirrorPlane = new THREE.Plane();
@@ -162,7 +173,9 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 		fragmentShader: mirrorShader.fragmentShader, 
 		vertexShader: mirrorShader.vertexShader, 
 		uniforms: mirrorUniforms,
-		transparent: true
+		transparent: true,
+		side: this.side,
+		fog: this.fog		
 	} );
 
 	this.material.uniforms.mirrorSampler.value = this.texture;