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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 10 năm trước cách đây
mục cha
commit
3cb726be56
1 tập tin đã thay đổi với 28 bổ sung15 xóa
  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;