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Modificáronse 1 ficheiros con 31 adicións e 31 borrados
  1. 31 31
      examples/js/WaterShader.js

+ 31 - 31
examples/js/WaterShader.js

@@ -10,7 +10,7 @@
 THREE.ShaderLib[ 'water' ] = {
 
 	uniforms: THREE.UniformsUtils.merge( [
-		THREE.UniformsLib[ "fog" ], { 
+		THREE.UniformsLib[ "fog" ], {
 			"normalSampler":    { type: "t", value: null },
 			"mirrorSampler":    { type: "t", value: null },
 			"alpha":            { type: "f", value: 1.0 },
@@ -18,10 +18,10 @@ THREE.ShaderLib[ 'water' ] = {
 			"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) }
+			"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() },
+			"waterColor":       { type: "c", value: new THREE.Color( 0x555555 ) }
 		}
 	] ),
 
@@ -31,7 +31,7 @@ THREE.ShaderLib[ 'water' ] = {
 
 		'varying vec4 mirrorCoord;',
 		'varying vec3 worldPosition;',
-		
+
 		'void main()',
 		'{',
 		'	mirrorCoord = modelMatrix * vec4( position, 1.0 );',
@@ -43,7 +43,7 @@ THREE.ShaderLib[ 'water' ] = {
 
 	fragmentShader: [
 		'precision highp float;',
-		
+
 		'uniform sampler2D mirrorSampler;',
 		'uniform float alpha;',
 		'uniform float time;',
@@ -56,20 +56,20 @@ THREE.ShaderLib[ 'water' ] = {
 
 		'varying vec4 mirrorCoord;',
 		'varying vec3 worldPosition;',
-		
+
 		'vec4 getNoise( vec2 uv )',
 		'{',
 		'	vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
 		'	vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
 		'	vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
 		'	vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
-		'	vec4 noise = ( texture2D( normalSampler, uv0 ) ) +',
-        '		( texture2D( normalSampler, uv1 ) ) +',
-        '		( texture2D( normalSampler, uv2 ) ) +',
-		'		( texture2D( normalSampler, uv3 ) );',
+		'	vec4 noise = texture2D( normalSampler, uv0 ) +',
+		'		texture2D( normalSampler, uv1 ) +',
+		'		texture2D( normalSampler, uv2 ) +',
+		'		texture2D( normalSampler, uv3 );',
 		'	return noise * 0.5 - 1.0;',
 		'}',
-		
+
 		'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor )',
 		'{',
 		'	vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
@@ -79,7 +79,7 @@ THREE.ShaderLib[ 'water' ] = {
 		'}',
 
 		THREE.ShaderChunk[ "common" ],
-		THREE.ShaderChunk[ "fog_pars_fragment" ],		
+		THREE.ShaderChunk[ "fog_pars_fragment" ],
 
 		'void main()',
 		'{',
@@ -92,7 +92,7 @@ THREE.ShaderLib[ 'water' ] = {
 		'	vec3 worldToEye = eye-worldPosition;',
 		'	vec3 eyeDirection = normalize( worldToEye );',
 		'	sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
-		
+
 		'	float distance = length(worldToEye);',
 
 		'	vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
@@ -105,7 +105,7 @@ THREE.ShaderLib[ 'water' ] = {
 		'	vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
 		'	vec3 outgoingLight = albedo;',
 			THREE.ShaderChunk[ "fog_fragment" ],
-		'	gl_FragColor = vec4( outgoingLight, alpha );',		
+		'	gl_FragColor = vec4( outgoingLight, alpha );',
 		'}'
 	].join( '\n' )
 
@@ -123,9 +123,9 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	}
 
 	options = options || {};
-	
+
 	this.matrixNeedsUpdate = true;
-	
+
 	var width = optionalParameter( options.textureWidth, 512 );
 	var height = optionalParameter( options.textureHeight, 512 );
 	this.clipBias = optionalParameter( options.clipBias, 0.0 );
@@ -137,8 +137,8 @@ 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.side = optionalParameter( options.side, THREE.FrontSide );
+	this.fog = optionalParameter( options.fog, false );
 
 	this.renderer = renderer;
 	this.scene = scene;
@@ -149,33 +149,33 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	this.rotationMatrix = new THREE.Matrix4();
 	this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
 	this.clipPlane = new THREE.Vector4();
-	
+
 	if ( camera instanceof THREE.PerspectiveCamera )
 		this.camera = camera;
 	else {
 
 		this.camera = new THREE.PerspectiveCamera();
-		console.log( this.name + ': camera is not a Perspective Camera!' )
+		console.log( this.name + ': camera is not a Perspective Camera!' );
 
 	}
 
 	this.textureMatrix = new THREE.Matrix4();
 
 	this.mirrorCamera = this.camera.clone();
-	
+
 	this.texture = new THREE.WebGLRenderTarget( width, height );
 	this.tempTexture = new THREE.WebGLRenderTarget( width, height );
-	
+
 	var mirrorShader = THREE.ShaderLib[ "water" ];
 	var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
 
-	this.material = new THREE.ShaderMaterial( { 
-		fragmentShader: mirrorShader.fragmentShader, 
-		vertexShader: mirrorShader.vertexShader, 
+	this.material = new THREE.ShaderMaterial( {
+		fragmentShader: mirrorShader.fragmentShader,
+		vertexShader: mirrorShader.vertexShader,
 		uniforms: mirrorUniforms,
 		transparent: true,
 		side: this.side,
-		fog: this.fog		
+		fog: this.fog
 	} );
 
 	this.material.uniforms.mirrorSampler.value = this.texture;
@@ -187,9 +187,9 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	this.material.uniforms.waterColor.value = this.waterColor;
 	this.material.uniforms.sunDirection.value = this.sunDirection;
 	this.material.uniforms.distortionScale.value = this.distortionScale;
-	
+
 	this.material.uniforms.eye.value = this.eye;
-	
+
 	if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
 
 		this.texture.generateMipmaps = false;
@@ -286,7 +286,7 @@ THREE.Water.prototype.updateTextureMatrix = function () {
 	projectionMatrix.elements[ 6 ] = c.y;
 	projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
 	projectionMatrix.elements[ 14 ] = c.w;
-	
+
 	var worldCoordinates = new THREE.Vector3();
 	worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
 	this.eye = worldCoordinates;