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@@ -90,151 +90,151 @@ THREE.TerrainShader = {
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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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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+ " 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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"void main() {",
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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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+ " 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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- "vec3 specularTex = vec3( 1.0 );",
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+ " vec3 specularTex = vec3( 1.0 );",
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- "vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
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- "vec2 uvBase = uRepeatBase * vUv;",
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+ " vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
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+ " vec2 uvBase = uRepeatBase * vUv;",
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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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+ " 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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- "if( enableDiffuse1 && enableDiffuse2 ) {",
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+ " if( enableDiffuse1 && enableDiffuse2 ) {",
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- "vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
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- "vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
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+ " vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
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+ " vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
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- "colDiffuse1 = GammaToLinear( colDiffuse1, float( GAMMA_FACTOR ) );",
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- "colDiffuse2 = GammaToLinear( colDiffuse2, float( GAMMA_FACTOR ) );",
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+ " colDiffuse1 = GammaToLinear( colDiffuse1, float( GAMMA_FACTOR ) );",
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+ " colDiffuse2 = GammaToLinear( colDiffuse2, float( GAMMA_FACTOR ) );",
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- "diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
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+ " diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
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- " } else if( enableDiffuse1 ) {",
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+ " } else if( enableDiffuse1 ) {",
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- "diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
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+ " diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
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- "} else if( enableDiffuse2 ) {",
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+ " } else if( enableDiffuse2 ) {",
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- "diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
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+ " diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
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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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+ " if( enableSpecular )",
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+ " specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
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- "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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- "vec3 finalNormal = tsb * normalTex;",
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+ " mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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+ " vec3 finalNormal = tsb * normalTex;",
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- "vec3 normal = normalize( finalNormal );",
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- "vec3 viewPosition = normalize( vViewPosition );",
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+ " vec3 normal = normalize( finalNormal );",
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+ " vec3 viewPosition = normalize( vViewPosition );",
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- "vec3 totalDiffuseLight = vec3( 0.0 );",
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- "vec3 totalSpecularLight = vec3( 0.0 );",
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+ " vec3 totalDiffuseLight = vec3( 0.0 );",
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+ " vec3 totalSpecularLight = vec3( 0.0 );",
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// point lights
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- "#if NUM_POINT_LIGHTS > 0",
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+ " #if NUM_POINT_LIGHTS > 0",
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- "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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+ " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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- "vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
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+ " vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
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- "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
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+ " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
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- "lVector = normalize( lVector );",
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+ " lVector = normalize( lVector );",
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- "vec3 pointHalfVector = normalize( lVector + viewPosition );",
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+ " vec3 pointHalfVector = normalize( lVector + viewPosition );",
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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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+ " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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+ " float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
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- "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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+ " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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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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+ " 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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- "#endif",
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+ " #endif",
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// directional lights
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- "#if NUM_DIR_LIGHTS > 0",
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+ " #if NUM_DIR_LIGHTS > 0",
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- "vec3 dirDiffuse = vec3( 0.0 );",
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- "vec3 dirSpecular = vec3( 0.0 );",
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+ " vec3 dirDiffuse = vec3( 0.0 );",
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+ " vec3 dirSpecular = vec3( 0.0 );",
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- "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
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+ " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
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- "vec3 dirVector = directionalLights[ i ].direction;",
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- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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+ " vec3 dirVector = directionalLights[ i ].direction;",
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+ " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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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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+ " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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+ " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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- "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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+ " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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- "totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
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- "totalSpecularLight += directionalLights[ i ].color * specular * dirSpecularWeight * dirDiffuseWeight;",
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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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- "#endif",
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+ " #endif",
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// hemisphere lights
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- "#if NUM_HEMI_LIGHTS > 0",
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+ " #if NUM_HEMI_LIGHTS > 0",
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- "vec3 hemiDiffuse = vec3( 0.0 );",
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- "vec3 hemiSpecular = vec3( 0.0 );",
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+ " vec3 hemiDiffuse = vec3( 0.0 );",
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+ " vec3 hemiSpecular = vec3( 0.0 );",
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- "for( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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+ " for( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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- "vec3 lVector = hemisphereLightDirection[ i ];",
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+ " vec3 lVector = hemisphereLightDirection[ i ];",
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// diffuse
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- "float dotProduct = dot( normal, lVector );",
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- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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+ " float dotProduct = dot( normal, lVector );",
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+ " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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- "totalDiffuseLight += mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight );",
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+ " totalDiffuseLight += mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight );",
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// specular (sky light)
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- "float hemiSpecularWeight = 0.0;",
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+ " float hemiSpecularWeight = 0.0;",
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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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+ " 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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// specular (ground light)
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- "vec3 lVectorGround = -lVector;",
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+ " vec3 lVectorGround = -lVector;",
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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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+ " 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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- "totalSpecularLight += specular * mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
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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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- "#endif",
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+ " #endif",
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- "outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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+ " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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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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+ " 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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THREE.ShaderChunk[ "fog_fragment" ],
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@@ -252,9 +252,9 @@ THREE.TerrainShader = {
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"#ifdef VERTEX_TEXTURES",
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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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+ " uniform sampler2D tDisplacement;",
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+ " uniform float uDisplacementScale;",
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+ " uniform float uDisplacementBias;",
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"#endif",
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@@ -270,45 +270,45 @@ THREE.TerrainShader = {
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"void main() {",
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- "vNormal = normalize( normalMatrix * normal );",
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+ " vNormal = normalize( normalMatrix * normal );",
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// tangent and binormal vectors
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- "vTangent = normalize( normalMatrix * tangent.xyz );",
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+ " vTangent = normalize( normalMatrix * tangent.xyz );",
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- "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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- "vBinormal = normalize( vBinormal );",
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+ " vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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+ " vBinormal = normalize( vBinormal );",
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// texture coordinates
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- "vUv = uv;",
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+ " vUv = uv;",
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- "vec2 uvBase = uv * uRepeatBase;",
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+ " vec2 uvBase = uv * uRepeatBase;",
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// displacement mapping
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- "#ifdef VERTEX_TEXTURES",
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+ " #ifdef VERTEX_TEXTURES",
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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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+ " 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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- "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
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- "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
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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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- "#else",
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+ " #else",
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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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+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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- "#endif",
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+ " #endif",
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- "gl_Position = projectionMatrix * mvPosition;",
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+ " gl_Position = projectionMatrix * mvPosition;",
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- "vViewPosition = -mvPosition.xyz;",
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+ " vViewPosition = -mvPosition.xyz;",
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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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+ " vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
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+ " vNormal = normalMatrix * normalTex;",
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THREE.ShaderChunk[ "shadowmap_vertex" ],
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THREE.ShaderChunk[ "fog_vertex" ],
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