Browse Source

Clean up.

Mr.doob 9 years ago
parent
commit
945a88ec75
1 changed files with 31 additions and 31 deletions
  1. 31 31
      examples/js/WaterShader.js

+ 31 - 31
examples/js/WaterShader.js

@@ -10,7 +10,7 @@
 THREE.ShaderLib[ 'water' ] = {
 THREE.ShaderLib[ 'water' ] = {
 
 
 	uniforms: THREE.UniformsUtils.merge( [
 	uniforms: THREE.UniformsUtils.merge( [
-		THREE.UniformsLib[ "fog" ], { 
+		THREE.UniformsLib[ "fog" ], {
 			"normalSampler":    { type: "t", value: null },
 			"normalSampler":    { type: "t", value: null },
 			"mirrorSampler":    { type: "t", value: null },
 			"mirrorSampler":    { type: "t", value: null },
 			"alpha":            { type: "f", value: 1.0 },
 			"alpha":            { type: "f", value: 1.0 },
@@ -18,10 +18,10 @@ THREE.ShaderLib[ 'water' ] = {
 			"distortionScale":  { type: "f", value: 20.0 },
 			"distortionScale":  { type: "f", value: 20.0 },
 			"noiseScale":       { type: "f", value: 1.0 },
 			"noiseScale":       { type: "f", value: 1.0 },
 			"textureMatrix" :   { type: "m4", value: new THREE.Matrix4() },
 			"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 vec4 mirrorCoord;',
 		'varying vec3 worldPosition;',
 		'varying vec3 worldPosition;',
-		
+
 		'void main()',
 		'void main()',
 		'{',
 		'{',
 		'	mirrorCoord = modelMatrix * vec4( position, 1.0 );',
 		'	mirrorCoord = modelMatrix * vec4( position, 1.0 );',
@@ -43,7 +43,7 @@ THREE.ShaderLib[ 'water' ] = {
 
 
 	fragmentShader: [
 	fragmentShader: [
 		'precision highp float;',
 		'precision highp float;',
-		
+
 		'uniform sampler2D mirrorSampler;',
 		'uniform sampler2D mirrorSampler;',
 		'uniform float alpha;',
 		'uniform float alpha;',
 		'uniform float time;',
 		'uniform float time;',
@@ -56,20 +56,20 @@ THREE.ShaderLib[ 'water' ] = {
 
 
 		'varying vec4 mirrorCoord;',
 		'varying vec4 mirrorCoord;',
 		'varying vec3 worldPosition;',
 		'varying vec3 worldPosition;',
-		
+
 		'vec4 getNoise( vec2 uv )',
 		'vec4 getNoise( vec2 uv )',
 		'{',
 		'{',
 		'	vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
 		'	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 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 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 );',
 		'	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;',
 		'	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 )',
 		'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 ) );',
 		'	vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
@@ -79,7 +79,7 @@ THREE.ShaderLib[ 'water' ] = {
 		'}',
 		'}',
 
 
 		THREE.ShaderChunk[ "common" ],
 		THREE.ShaderChunk[ "common" ],
-		THREE.ShaderChunk[ "fog_pars_fragment" ],		
+		THREE.ShaderChunk[ "fog_pars_fragment" ],
 
 
 		'void main()',
 		'void main()',
 		'{',
 		'{',
@@ -92,7 +92,7 @@ THREE.ShaderLib[ 'water' ] = {
 		'	vec3 worldToEye = eye-worldPosition;',
 		'	vec3 worldToEye = eye-worldPosition;',
 		'	vec3 eyeDirection = normalize( worldToEye );',
 		'	vec3 eyeDirection = normalize( worldToEye );',
 		'	sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
 		'	sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
-		
+
 		'	float distance = length(worldToEye);',
 		'	float distance = length(worldToEye);',
 
 
 		'	vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
 		'	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 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
 		'	vec3 outgoingLight = albedo;',
 		'	vec3 outgoingLight = albedo;',
 			THREE.ShaderChunk[ "fog_fragment" ],
 			THREE.ShaderChunk[ "fog_fragment" ],
-		'	gl_FragColor = vec4( outgoingLight, alpha );',		
+		'	gl_FragColor = vec4( outgoingLight, alpha );',
 		'}'
 		'}'
 	].join( '\n' )
 	].join( '\n' )
 
 
@@ -123,9 +123,9 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	}
 	}
 
 
 	options = options || {};
 	options = options || {};
-	
+
 	this.matrixNeedsUpdate = true;
 	this.matrixNeedsUpdate = true;
-	
+
 	var width = optionalParameter( options.textureWidth, 512 );
 	var width = optionalParameter( options.textureWidth, 512 );
 	var height = optionalParameter( options.textureHeight, 512 );
 	var height = optionalParameter( options.textureHeight, 512 );
 	this.clipBias = optionalParameter( options.clipBias, 0.0 );
 	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.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
 	this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
 	this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
 	this.distortionScale = optionalParameter( options.distortionScale, 20.0 );
 	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.renderer = renderer;
 	this.scene = scene;
 	this.scene = scene;
@@ -149,33 +149,33 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	this.rotationMatrix = new THREE.Matrix4();
 	this.rotationMatrix = new THREE.Matrix4();
 	this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
 	this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
 	this.clipPlane = new THREE.Vector4();
 	this.clipPlane = new THREE.Vector4();
-	
+
 	if ( camera instanceof THREE.PerspectiveCamera )
 	if ( camera instanceof THREE.PerspectiveCamera )
 		this.camera = camera;
 		this.camera = camera;
 	else {
 	else {
 
 
 		this.camera = new THREE.PerspectiveCamera();
 		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.textureMatrix = new THREE.Matrix4();
 
 
 	this.mirrorCamera = this.camera.clone();
 	this.mirrorCamera = this.camera.clone();
-	
+
 	this.texture = new THREE.WebGLRenderTarget( width, height );
 	this.texture = new THREE.WebGLRenderTarget( width, height );
 	this.tempTexture = new THREE.WebGLRenderTarget( width, height );
 	this.tempTexture = new THREE.WebGLRenderTarget( width, height );
-	
+
 	var mirrorShader = THREE.ShaderLib[ "water" ];
 	var mirrorShader = THREE.ShaderLib[ "water" ];
 	var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
 	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,
 		uniforms: mirrorUniforms,
 		transparent: true,
 		transparent: true,
 		side: this.side,
 		side: this.side,
-		fog: this.fog		
+		fog: this.fog
 	} );
 	} );
 
 
 	this.material.uniforms.mirrorSampler.value = this.texture;
 	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.waterColor.value = this.waterColor;
 	this.material.uniforms.sunDirection.value = this.sunDirection;
 	this.material.uniforms.sunDirection.value = this.sunDirection;
 	this.material.uniforms.distortionScale.value = this.distortionScale;
 	this.material.uniforms.distortionScale.value = this.distortionScale;
-	
+
 	this.material.uniforms.eye.value = this.eye;
 	this.material.uniforms.eye.value = this.eye;
-	
+
 	if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
 	if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
 
 
 		this.texture.generateMipmaps = false;
 		this.texture.generateMipmaps = false;
@@ -286,7 +286,7 @@ THREE.Water.prototype.updateTextureMatrix = function () {
 	projectionMatrix.elements[ 6 ] = c.y;
 	projectionMatrix.elements[ 6 ] = c.y;
 	projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
 	projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
 	projectionMatrix.elements[ 14 ] = c.w;
 	projectionMatrix.elements[ 14 ] = c.w;
-	
+
 	var worldCoordinates = new THREE.Vector3();
 	var worldCoordinates = new THREE.Vector3();
 	worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
 	worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
 	this.eye = worldCoordinates;
 	this.eye = worldCoordinates;