Jelajahi Sumber

Remove TerrainShader

WestLangley 5 tahun lalu
induk
melakukan
bcae9cf093

+ 0 - 1
docs/api/en/cameras/OrthographicCamera.html

@@ -33,7 +33,6 @@
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
-		<p>[example:webgl_terrain_dynamic terrain / dynamic ]</p>
 
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>

+ 1 - 2
docs/api/en/loaders/managers/LoadingManager.html

@@ -26,8 +26,7 @@
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
-			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]<br />
-			[example:webgl_terrain_dynamic WebGL / terrain / dynamic]
+			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
 		</p>
 
 		<p>

+ 0 - 1
examples/files.js

@@ -225,7 +225,6 @@ var files = {
 		"webgl_shadowmesh",
 		"webgl_skinning_simple",
 		"webgl_sprites",
-		"webgl_terrain_dynamic",
 		"webgl_test_memory",
 		"webgl_test_memory2",
 		"webgl_tonemapping",

+ 0 - 320
examples/js/shaders/TerrainShader.js

@@ -1,320 +0,0 @@
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- */
-
-THREE.TerrainShader = {
-
-	/* -------------------------------------------------------------------------
-	//	Dynamic terrain shader
-	//		- Blinn-Phong
-	//		- height + normal + diffuse1 + diffuse2 + specular + detail maps
-	//		- point, directional and hemisphere lights (use with "lights: true" material option)
-	//		- shadow maps receiving
-	 ------------------------------------------------------------------------- */
-
-	uniforms: THREE.UniformsUtils.merge( [
-
-		THREE.UniformsLib[ "fog" ],
-		THREE.UniformsLib[ "lights" ],
-
-		{
-
-			"enableDiffuse1": { value: 0 },
-			"enableDiffuse2": { value: 0 },
-			"enableSpecular": { value: 0 },
-			"enableReflection": { value: 0 },
-
-			"tDiffuse1": { value: null },
-			"tDiffuse2": { value: null },
-			"tDetail": { value: null },
-			"tNormal": { value: null },
-			"tSpecular": { value: null },
-			"tDisplacement": { value: null },
-
-			"uNormalScale": { value: 1.0 },
-
-			"uDisplacementBias": { value: 0.0 },
-			"uDisplacementScale": { value: 1.0 },
-
-			"diffuse": { value: new THREE.Color( 0xeeeeee ) },
-			"specular": { value: new THREE.Color( 0x111111 ) },
-			"shininess": { value: 30 },
-			"opacity": { value: 1 },
-
-			"uRepeatBase": { value: new THREE.Vector2( 1, 1 ) },
-			"uRepeatOverlay": { value: new THREE.Vector2( 1, 1 ) },
-
-			"uOffset": { value: new THREE.Vector2( 0, 0 ) }
-
-		}
-
-	] ),
-
-	fragmentShader: [
-
-		"uniform vec3 diffuse;",
-		"uniform vec3 specular;",
-		"uniform float shininess;",
-		"uniform float opacity;",
-
-		"uniform bool enableDiffuse1;",
-		"uniform bool enableDiffuse2;",
-		"uniform bool enableSpecular;",
-
-		"uniform sampler2D tDiffuse1;",
-		"uniform sampler2D tDiffuse2;",
-		"uniform sampler2D tDetail;",
-		"uniform sampler2D tNormal;",
-		"uniform sampler2D tSpecular;",
-		"uniform sampler2D tDisplacement;",
-
-		"uniform float uNormalScale;",
-
-		"uniform vec2 uRepeatOverlay;",
-		"uniform vec2 uRepeatBase;",
-
-		"uniform vec2 uOffset;",
-
-		"varying vec3 vTangent;",
-		"varying vec3 vBinormal;",
-		"varying vec3 vNormal;",
-		"varying vec2 vUv;",
-
-		"varying vec3 vViewPosition;",
-
-		THREE.ShaderChunk[ "common" ],
-		THREE.ShaderChunk[ "bsdfs" ],
-		THREE.ShaderChunk[ "lights_pars_begin" ],
-		THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-		THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-		"float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {",
-		"		if ( decayExponent > 0.0 ) {",
-		"			return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );",
-		"		}",
-		"		return 1.0;",
-		"	}",
-
-		"void main() {",
-
-		"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
-		"	vec4 diffuseColor = vec4( diffuse, opacity );",
-
-		"	vec3 specularTex = vec3( 1.0 );",
-
-		"	vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
-		"	vec2 uvBase = uRepeatBase * vUv;",
-
-		"	vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
-		"	normalTex.xy *= uNormalScale;",
-		"	normalTex = normalize( normalTex );",
-
-		"	if( enableDiffuse1 && enableDiffuse2 ) {",
-
-		"		vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
-		"		vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
-
-		"		colDiffuse1 = GammaToLinear( colDiffuse1, float( GAMMA_FACTOR ) );",
-		"		colDiffuse2 = GammaToLinear( colDiffuse2, float( GAMMA_FACTOR ) );",
-
-		"		diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
-
-		"	 } else if( enableDiffuse1 ) {",
-
-		"		diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
-
-		"	} else if( enableDiffuse2 ) {",
-
-		"		diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
-
-		"	}",
-
-		"	if( enableSpecular )",
-		"		specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
-
-		"	mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
-		"	vec3 finalNormal = tsb * normalTex;",
-
-		"	vec3 normal = normalize( finalNormal );",
-		"	vec3 viewPosition = normalize( vViewPosition );",
-
-		"	vec3 totalDiffuseLight = vec3( 0.0 );",
-		"	vec3 totalSpecularLight = vec3( 0.0 );",
-
-		// point lights
-
-		"	#if NUM_POINT_LIGHTS > 0",
-
-		"		for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
-
-		"			vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
-
-		"			float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
-
-		"			lVector = normalize( lVector );",
-
-		"			vec3 pointHalfVector = normalize( lVector + viewPosition );",
-
-		"			float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-		"			float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
-
-		"			float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
-
-		"			totalDiffuseLight += attenuation * pointLights[ i ].color * pointDiffuseWeight;",
-		"			totalSpecularLight += attenuation * pointLights[ i ].color * specular * pointSpecularWeight * pointDiffuseWeight;",
-
-		"		}",
-
-		"	#endif",
-
-		// directional lights
-
-		"	#if NUM_DIR_LIGHTS > 0",
-
-		"		vec3 dirDiffuse = vec3( 0.0 );",
-		"		vec3 dirSpecular = vec3( 0.0 );",
-
-		"		for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
-
-		"			vec3 dirVector = directionalLights[ i ].direction;",
-		"			vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-
-		"			float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-		"			float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-		"			float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
-
-		"			totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
-		"			totalSpecularLight += directionalLights[ i ].color * specular * dirSpecularWeight * dirDiffuseWeight;",
-
-		"		}",
-
-		"	#endif",
-
-		// hemisphere lights
-
-		"	#if NUM_HEMI_LIGHTS > 0",
-
-		"		vec3 hemiDiffuse  = vec3( 0.0 );",
-		"		vec3 hemiSpecular = vec3( 0.0 );",
-
-		"		for( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
-
-		"			vec3 lVector = hemisphereLightDirection[ i ];",
-
-		// diffuse
-
-		"			float dotProduct = dot( normal, lVector );",
-		"			float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-		"			totalDiffuseLight += mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight );",
-
-		// specular (sky light)
-
-		"			float hemiSpecularWeight = 0.0;",
-
-		"			vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-		"			float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-		"			hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
-
-		// specular (ground light)
-
-		"			vec3 lVectorGround = -lVector;",
-
-		"			vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-		"			float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-		"			hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
-
-		"			totalSpecularLight += specular * mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
-
-		"		}",
-
-		"	#endif",
-
-		"	outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
-
-		"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
-		THREE.ShaderChunk[ "fog_fragment" ],
-
-		"}"
-
-	].join( "\n" ),
-
-	vertexShader: [
-
-		"attribute vec4 tangent;",
-
-		"uniform vec2 uRepeatBase;",
-
-		"uniform sampler2D tNormal;",
-
-		"#ifdef VERTEX_TEXTURES",
-
-		"	uniform sampler2D tDisplacement;",
-		"	uniform float uDisplacementScale;",
-		"	uniform float uDisplacementBias;",
-
-		"#endif",
-
-		"varying vec3 vTangent;",
-		"varying vec3 vBinormal;",
-		"varying vec3 vNormal;",
-		"varying vec2 vUv;",
-
-		"varying vec3 vViewPosition;",
-
-		THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-		THREE.ShaderChunk[ "fog_pars_vertex" ],
-
-		"void main() {",
-
-		"	vNormal = normalize( normalMatrix * normal );",
-
-		// tangent and binormal vectors
-
-		"	vTangent = normalize( normalMatrix * tangent.xyz );",
-
-		"	vBinormal = cross( vNormal, vTangent ) * tangent.w;",
-		"	vBinormal = normalize( vBinormal );",
-
-		// texture coordinates
-
-		"	vUv = uv;",
-
-		"	vec2 uvBase = uv * uRepeatBase;",
-
-		// displacement mapping
-
-		"	#ifdef VERTEX_TEXTURES",
-
-		"		vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
-		"		float df = uDisplacementScale * dv.x + uDisplacementBias;",
-		"		vec3 displacedPosition = normal * df + position;",
-
-		"		vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
-		"		vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-
-		"	#else",
-
-		"		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-		"		vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-		"	#endif",
-
-		"	gl_Position = projectionMatrix * mvPosition;",
-
-		"	vViewPosition = -mvPosition.xyz;",
-
-		"	vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
-		"	vNormal = normalMatrix * normalTex;",
-
-		THREE.ShaderChunk[ "shadowmap_vertex" ],
-		THREE.ShaderChunk[ "fog_vertex" ],
-
-		"}"
-
-	].join( "\n" )
-
-};

+ 0 - 47
examples/jsm/shaders/TerrainShader.d.ts

@@ -1,47 +0,0 @@
-import {
-	Uniform
-} from '../../../src/Three';
-
-export const TerrainShader: {
-	uniforms: {
-		ambientLightColor: Uniform;
-		diffuse: Uniform;
-		directionalLights: Uniform;
-		directionalShadowMap: Uniform;
-		directionalShadowMatrix: Uniform;
-		enableDiffuse1: Uniform;
-		enableDiffuse2: Uniform;
-		enableReflection: Uniform;
-		enableSpecular: Uniform;
-		fogColor: Uniform;
-		fogDensity: Uniform;
-		fogFar: Uniform;
-		fogNear: Uniform;
-		hemisphereLights: Uniform;
-		lightProbe: Uniform;
-		opacity: Uniform;
-		pointLights: Uniform;
-		pointShadowMap: Uniform;
-		pointShadowMatrix: Uniform;
-		rectAreaLights: Uniform;
-		shininess: Uniform;
-		specular: Uniform;
-		spotLights: Uniform;
-		spotShadowMap: Uniform;
-		spotShadowMatrix: Uniform;
-		tDetail: Uniform;
-		tDiffuse1: Uniform;
-		tDiffuse2: Uniform;
-		tDisplacement: Uniform;
-		tNormal: Uniform;
-		tSpecular: Uniform;
-		uDisplacementBias: Uniform;
-		uDisplacementScale: Uniform;
-		uNormalScale: Uniform;
-		uOffset: Uniform;
-		uRepeatBase: Uniform;
-		uRepeatOverlay: Uniform;
-	};
-	vertexShader: string;
-	fragmentShader: string;
-};

+ 0 - 330
examples/jsm/shaders/TerrainShader.js

@@ -1,330 +0,0 @@
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- */
-
-import {
-	Color,
-	ShaderChunk,
-	UniformsLib,
-	UniformsUtils,
-	Vector2
-} from "../../../build/three.module.js";
-
-var TerrainShader = {
-
-	/* -------------------------------------------------------------------------
-	//	Dynamic terrain shader
-	//		- Blinn-Phong
-	//		- height + normal + diffuse1 + diffuse2 + specular + detail maps
-	//		- point, directional and hemisphere lights (use with "lights: true" material option)
-	//		- shadow maps receiving
-	 ------------------------------------------------------------------------- */
-
-	uniforms: UniformsUtils.merge( [
-
-		UniformsLib[ "fog" ],
-		UniformsLib[ "lights" ],
-
-		{
-
-			"enableDiffuse1": { value: 0 },
-			"enableDiffuse2": { value: 0 },
-			"enableSpecular": { value: 0 },
-			"enableReflection": { value: 0 },
-
-			"tDiffuse1": { value: null },
-			"tDiffuse2": { value: null },
-			"tDetail": { value: null },
-			"tNormal": { value: null },
-			"tSpecular": { value: null },
-			"tDisplacement": { value: null },
-
-			"uNormalScale": { value: 1.0 },
-
-			"uDisplacementBias": { value: 0.0 },
-			"uDisplacementScale": { value: 1.0 },
-
-			"diffuse": { value: new Color( 0xeeeeee ) },
-			"specular": { value: new Color( 0x111111 ) },
-			"shininess": { value: 30 },
-			"opacity": { value: 1 },
-
-			"uRepeatBase": { value: new Vector2( 1, 1 ) },
-			"uRepeatOverlay": { value: new Vector2( 1, 1 ) },
-
-			"uOffset": { value: new Vector2( 0, 0 ) }
-
-		}
-
-	] ),
-
-	fragmentShader: [
-
-		"uniform vec3 diffuse;",
-		"uniform vec3 specular;",
-		"uniform float shininess;",
-		"uniform float opacity;",
-
-		"uniform bool enableDiffuse1;",
-		"uniform bool enableDiffuse2;",
-		"uniform bool enableSpecular;",
-
-		"uniform sampler2D tDiffuse1;",
-		"uniform sampler2D tDiffuse2;",
-		"uniform sampler2D tDetail;",
-		"uniform sampler2D tNormal;",
-		"uniform sampler2D tSpecular;",
-		"uniform sampler2D tDisplacement;",
-
-		"uniform float uNormalScale;",
-
-		"uniform vec2 uRepeatOverlay;",
-		"uniform vec2 uRepeatBase;",
-
-		"uniform vec2 uOffset;",
-
-		"varying vec3 vTangent;",
-		"varying vec3 vBinormal;",
-		"varying vec3 vNormal;",
-		"varying vec2 vUv;",
-
-		"varying vec3 vViewPosition;",
-
-		ShaderChunk[ "common" ],
-		ShaderChunk[ "bsdfs" ],
-		ShaderChunk[ "lights_pars_begin" ],
-		ShaderChunk[ "shadowmap_pars_fragment" ],
-		ShaderChunk[ "fog_pars_fragment" ],
-
-		"float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {",
-		"		if ( decayExponent > 0.0 ) {",
-		"			return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );",
-		"		}",
-		"		return 1.0;",
-		"	}",
-
-		"void main() {",
-
-		"	vec3 outgoingLight = vec3( 0.0 );",	// outgoing light does not have an alpha, the surface does
-		"	vec4 diffuseColor = vec4( diffuse, opacity );",
-
-		"	vec3 specularTex = vec3( 1.0 );",
-
-		"	vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
-		"	vec2 uvBase = uRepeatBase * vUv;",
-
-		"	vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
-		"	normalTex.xy *= uNormalScale;",
-		"	normalTex = normalize( normalTex );",
-
-		"	if( enableDiffuse1 && enableDiffuse2 ) {",
-
-		"		vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
-		"		vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
-
-		"		colDiffuse1 = GammaToLinear( colDiffuse1, float( GAMMA_FACTOR ) );",
-		"		colDiffuse2 = GammaToLinear( colDiffuse2, float( GAMMA_FACTOR ) );",
-
-		"		diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
-
-		"	 } else if( enableDiffuse1 ) {",
-
-		"		diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
-
-		"	} else if( enableDiffuse2 ) {",
-
-		"		diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
-
-		"	}",
-
-		"	if( enableSpecular )",
-		"		specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
-
-		"	mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
-		"	vec3 finalNormal = tsb * normalTex;",
-
-		"	vec3 normal = normalize( finalNormal );",
-		"	vec3 viewPosition = normalize( vViewPosition );",
-
-		"	vec3 totalDiffuseLight = vec3( 0.0 );",
-		"	vec3 totalSpecularLight = vec3( 0.0 );",
-
-		// point lights
-
-		"	#if NUM_POINT_LIGHTS > 0",
-
-		"		for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
-
-		"			vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
-
-		"			float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
-
-		"			lVector = normalize( lVector );",
-
-		"			vec3 pointHalfVector = normalize( lVector + viewPosition );",
-
-		"			float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-		"			float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
-
-		"			float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
-
-		"			totalDiffuseLight += attenuation * pointLights[ i ].color * pointDiffuseWeight;",
-		"			totalSpecularLight += attenuation * pointLights[ i ].color * specular * pointSpecularWeight * pointDiffuseWeight;",
-
-		"		}",
-
-		"	#endif",
-
-		// directional lights
-
-		"	#if NUM_DIR_LIGHTS > 0",
-
-		"		vec3 dirDiffuse = vec3( 0.0 );",
-		"		vec3 dirSpecular = vec3( 0.0 );",
-
-		"		for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
-
-		"			vec3 dirVector = directionalLights[ i ].direction;",
-		"			vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-
-		"			float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-		"			float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-		"			float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
-
-		"			totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
-		"			totalSpecularLight += directionalLights[ i ].color * specular * dirSpecularWeight * dirDiffuseWeight;",
-
-		"		}",
-
-		"	#endif",
-
-		// hemisphere lights
-
-		"	#if NUM_HEMI_LIGHTS > 0",
-
-		"		vec3 hemiDiffuse  = vec3( 0.0 );",
-		"		vec3 hemiSpecular = vec3( 0.0 );",
-
-		"		for( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
-
-		"			vec3 lVector = hemisphereLightDirection[ i ];",
-
-		// diffuse
-
-		"			float dotProduct = dot( normal, lVector );",
-		"			float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-		"			totalDiffuseLight += mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight );",
-
-		// specular (sky light)
-
-		"			float hemiSpecularWeight = 0.0;",
-
-		"			vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-		"			float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-		"			hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
-
-		// specular (ground light)
-
-		"			vec3 lVectorGround = -lVector;",
-
-		"			vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-		"			float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-		"			hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
-
-		"			totalSpecularLight += specular * mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
-
-		"		}",
-
-		"	#endif",
-
-		"	outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
-
-		"	gl_FragColor = vec4( outgoingLight, diffuseColor.a );",	// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
-		ShaderChunk[ "fog_fragment" ],
-
-		"}"
-
-	].join( "\n" ),
-
-	vertexShader: [
-
-		"attribute vec4 tangent;",
-
-		"uniform vec2 uRepeatBase;",
-
-		"uniform sampler2D tNormal;",
-
-		"#ifdef VERTEX_TEXTURES",
-
-		"	uniform sampler2D tDisplacement;",
-		"	uniform float uDisplacementScale;",
-		"	uniform float uDisplacementBias;",
-
-		"#endif",
-
-		"varying vec3 vTangent;",
-		"varying vec3 vBinormal;",
-		"varying vec3 vNormal;",
-		"varying vec2 vUv;",
-
-		"varying vec3 vViewPosition;",
-
-		ShaderChunk[ "shadowmap_pars_vertex" ],
-		ShaderChunk[ "fog_pars_vertex" ],
-
-		"void main() {",
-
-		"	vNormal = normalize( normalMatrix * normal );",
-
-		// tangent and binormal vectors
-
-		"	vTangent = normalize( normalMatrix * tangent.xyz );",
-
-		"	vBinormal = cross( vNormal, vTangent ) * tangent.w;",
-		"	vBinormal = normalize( vBinormal );",
-
-		// texture coordinates
-
-		"	vUv = uv;",
-
-		"	vec2 uvBase = uv * uRepeatBase;",
-
-		// displacement mapping
-
-		"	#ifdef VERTEX_TEXTURES",
-
-		"		vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
-		"		float df = uDisplacementScale * dv.x + uDisplacementBias;",
-		"		vec3 displacedPosition = normal * df + position;",
-
-		"		vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
-		"		vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-
-		"	#else",
-
-		"		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-		"		vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-		"	#endif",
-
-		"	gl_Position = projectionMatrix * mvPosition;",
-
-		"	vViewPosition = -mvPosition.xyz;",
-
-		"	vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
-		"	vNormal = normalMatrix * normalTex;",
-
-		ShaderChunk[ "shadowmap_vertex" ],
-		ShaderChunk[ "fog_vertex" ],
-
-		"}"
-
-	].join( "\n" )
-
-};
-
-export { TerrainShader };

+ 0 - 489
examples/webgl_terrain_dynamic.html

@@ -1,489 +0,0 @@
-<!DOCTYPE HTML>
-<html lang="en">
-	<head>
-		<title>three.js webgl - dynamic procedural terrain</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-		<style>
-			body {
-				color: #333;
-			}
-			a {
-				color: #080;
-			}
-		</style>
-	</head>
-
-	<body>
-		<div id="container"></div>
-
-		<div id="info">
-			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - dynamic procedural terrain using
-			<a href="https://github.com/ashima/webgl-noise" target="_blank" rel="noopener">3d simplex noise</a><br/>
-			textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
-			<a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a>
-			<br/>
-			day / night: <strong>n</strong>&nbsp;&nbsp;
-			animate terrain: <strong>m</strong>
-		</div>
-
-		<script id="fragmentShaderNoise" type="x-shader/x-fragment">
-
-			//
-			// Description : Array and textureless GLSL 3D simplex noise function.
-			//      Author : Ian McEwan, Ashima Arts.
-			//  Maintainer : ijm
-			//     Lastmod : 20110409 (stegu)
-			//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
-			//               Distributed under the MIT License. See LICENSE file.
-			//
-
-			uniform float time;
-			varying vec2 vUv;
-
-			vec4 permute( vec4 x ) {
-
-				return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
-
-			}
-
-			vec4 taylorInvSqrt( vec4 r ) {
-
-				return 1.79284291400159 - 0.85373472095314 * r;
-
-			}
-
-			float snoise( vec3 v ) {
-
-				const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
-				const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
-
-				// First corner
-
-				vec3 i  = floor( v + dot( v, C.yyy ) );
-				vec3 x0 = v - i + dot( i, C.xxx );
-
-				// Other corners
-
-				vec3 g = step( x0.yzx, x0.xyz );
-				vec3 l = 1.0 - g;
-				vec3 i1 = min( g.xyz, l.zxy );
-				vec3 i2 = max( g.xyz, l.zxy );
-
-				vec3 x1 = x0 - i1 + 1.0 * C.xxx;
-				vec3 x2 = x0 - i2 + 2.0 * C.xxx;
-				vec3 x3 = x0 - 1. + 3.0 * C.xxx;
-
-				// Permutations
-
-				i = mod( i, 289.0 );
-				vec4 p = permute( permute( permute(
-						 i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
-					   + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
-					   + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
-
-				// Gradients
-				// ( N*N points uniformly over a square, mapped onto an octahedron.)
-
-				float n_ = 1.0 / 7.0; // N=7
-
-				vec3 ns = n_ * D.wyz - D.xzx;
-
-				vec4 j = p - 49.0 * floor( p * ns.z *ns.z );  //  mod(p,N*N)
-
-				vec4 x_ = floor( j * ns.z );
-				vec4 y_ = floor( j - 7.0 * x_ );    // mod(j,N)
-
-				vec4 x = x_ *ns.x + ns.yyyy;
-				vec4 y = y_ *ns.x + ns.yyyy;
-				vec4 h = 1.0 - abs( x ) - abs( y );
-
-				vec4 b0 = vec4( x.xy, y.xy );
-				vec4 b1 = vec4( x.zw, y.zw );
-
-
-				vec4 s0 = floor( b0 ) * 2.0 + 1.0;
-				vec4 s1 = floor( b1 ) * 2.0 + 1.0;
-				vec4 sh = -step( h, vec4( 0.0 ) );
-
-				vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
-				vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
-
-				vec3 p0 = vec3( a0.xy, h.x );
-				vec3 p1 = vec3( a0.zw, h.y );
-				vec3 p2 = vec3( a1.xy, h.z );
-				vec3 p3 = vec3( a1.zw, h.w );
-
-				// Normalise gradients
-
-				vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
-				p0 *= norm.x;
-				p1 *= norm.y;
-				p2 *= norm.z;
-				p3 *= norm.w;
-
-				// Mix final noise value
-
-				vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
-				m = m * m;
-				return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
-											  dot( p2, x2 ), dot( p3, x3 ) ) );
-
-			}
-
-			float surface3( vec3 coord ) {
-
-				float n = 0.0;
-
-				n += 1.0 * abs( snoise( coord ) );
-				n += 0.5 * abs( snoise( coord * 2.0 ) );
-				n += 0.25 * abs( snoise( coord * 4.0 ) );
-				n += 0.125 * abs( snoise( coord * 8.0 ) );
-
-				return n;
-
-			}
-
-			void main( void ) {
-
-				vec3 coord = vec3( vUv, -time );
-				float n = surface3( coord );
-
-				gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
-
-			}
-
-		</script>
-
-		<script id="vertexShader" type="x-shader/x-vertex">
-
-			varying vec2 vUv;
-			uniform vec2 scale;
-			uniform vec2 offset;
-
-			void main( void ) {
-
-				vUv = uv * scale + offset;
-				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
-
-			}
-
-		</script>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import Stats from './jsm/libs/stats.module.js';
-
-			import { OrbitControls } from './jsm/controls/OrbitControls.js';
-			import { NormalMapShader } from './jsm/shaders/NormalMapShader.js';
-			import { TerrainShader } from './jsm/shaders/TerrainShader.js';
-			import { BufferGeometryUtils } from './jsm/utils/BufferGeometryUtils.js';
-
-			var SCREEN_WIDTH = window.innerWidth;
-			var SCREEN_HEIGHT = window.innerHeight;
-
-			var renderer, container, stats;
-
-			var camera, scene, controls;
-			var cameraOrtho, sceneRenderTarget;
-
-			var uniformsNoise, uniformsNormal, uniformsTerrain,
-				heightMap, normalMap,
-				quadTarget;
-
-			var directionalLight, pointLight;
-
-			var terrain;
-
-			var animDelta = 0, animDeltaDir = - 1;
-			var lightVal = 0, lightDir = 1;
-
-			var clock = new THREE.Clock();
-
-			var updateNoise = true;
-
-			var mlib = {};
-
-			init();
-			animate();
-
-			function init() {
-
-				container = document.getElementById( 'container' );
-
-				// SCENE (RENDER TARGET)
-
-				sceneRenderTarget = new THREE.Scene();
-
-				cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, - 10000, 10000 );
-				cameraOrtho.position.z = 100;
-
-				sceneRenderTarget.add( cameraOrtho );
-
-				// CAMERA
-
-				camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
-				camera.position.set( - 1200, 800, 1200 );
-
-				// SCENE (FINAL)
-
-				scene = new THREE.Scene();
-				scene.background = new THREE.Color( 0x050505 );
-				scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
-
-				// LIGHTS
-
-				scene.add( new THREE.AmbientLight( 0x111111 ) );
-
-				directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
-				directionalLight.position.set( 500, 2000, 0 );
-				scene.add( directionalLight );
-
-				pointLight = new THREE.PointLight( 0xff4400, 1.5 );
-				pointLight.position.set( 0, 0, 0 );
-				scene.add( pointLight );
-
-				// HEIGHT + NORMAL MAPS
-
-				var normalShader = NormalMapShader;
-
-				var rx = 256, ry = 256;
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
-
-				heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
-				heightMap.texture.generateMipmaps = false;
-
-				normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
-				normalMap.texture.generateMipmaps = false;
-
-				uniformsNoise = {
-
-					"time": { value: 1.0 },
-					"scale": { value: new THREE.Vector2( 1.5, 1.5 ) },
-					"offset": { value: new THREE.Vector2( 0, 0 ) }
-
-				};
-
-				uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
-
-				uniformsNormal[ "height" ].value = 0.05;
-				uniformsNormal[ "resolution" ].value.set( rx, ry );
-				uniformsNormal[ "heightMap" ].value = heightMap.texture;
-
-				var vertexShader = document.getElementById( 'vertexShader' ).textContent;
-
-				// TEXTURES
-
-				var loadingManager = new THREE.LoadingManager( function () {
-
-					terrain.visible = true;
-
-				} );
-				var textureLoader = new THREE.TextureLoader( loadingManager );
-
-				var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
-				specularMap.texture.generateMipmaps = false;
-
-				var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg" );
-				var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" );
-				var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" );
-
-				diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
-				diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
-				detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
-				specularMap.texture.wrapS = specularMap.texture.wrapT = THREE.RepeatWrapping;
-
-				// TERRAIN SHADER
-
-				var terrainShader = TerrainShader;
-
-				uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
-
-				uniformsTerrain[ 'tNormal' ].value = normalMap.texture;
-				uniformsTerrain[ 'uNormalScale' ].value = 3.5;
-
-				uniformsTerrain[ 'tDisplacement' ].value = heightMap.texture;
-
-				uniformsTerrain[ 'tDiffuse1' ].value = diffuseTexture1;
-				uniformsTerrain[ 'tDiffuse2' ].value = diffuseTexture2;
-				uniformsTerrain[ 'tSpecular' ].value = specularMap.texture;
-				uniformsTerrain[ 'tDetail' ].value = detailTexture;
-
-				uniformsTerrain[ 'enableDiffuse1' ].value = true;
-				uniformsTerrain[ 'enableDiffuse2' ].value = true;
-				uniformsTerrain[ 'enableSpecular' ].value = true;
-
-				uniformsTerrain[ 'diffuse' ].value.setHex( 0xffffff );
-				uniformsTerrain[ 'specular' ].value.setHex( 0xffffff );
-
-				uniformsTerrain[ 'shininess' ].value = 30;
-
-				uniformsTerrain[ 'uDisplacementScale' ].value = 375;
-
-				uniformsTerrain[ 'uRepeatOverlay' ].value.set( 6, 6 );
-
-				var params = [
-					[ 'heightmap', 	document.getElementById( 'fragmentShaderNoise' ).textContent, 	vertexShader, uniformsNoise, false ],
-					[ 'normal', 	normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
-					[ 'terrain', 	terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
-				 ];
-
-				for ( var i = 0; i < params.length; i ++ ) {
-
-					var material = new THREE.ShaderMaterial( {
-
-						uniforms: params[ i ][ 3 ],
-						vertexShader: params[ i ][ 2 ],
-						fragmentShader: params[ i ][ 1 ],
-						lights: params[ i ][ 4 ],
-						fog: true
-					} );
-
-					mlib[ params[ i ][ 0 ] ] = material;
-
-				}
-
-
-				var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
-
-				quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
-				quadTarget.position.z = - 500;
-				sceneRenderTarget.add( quadTarget );
-
-				// TERRAIN MESH
-
-				var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 );
-
-				BufferGeometryUtils.computeTangents( geometryTerrain );
-
-				terrain = new THREE.Mesh( geometryTerrain, mlib[ 'terrain' ] );
-				terrain.position.set( 0, - 125, 0 );
-				terrain.rotation.x = - Math.PI / 2;
-				terrain.visible = false;
-				scene.add( terrain );
-
-				// RENDERER
-
-				renderer = new THREE.WebGLRenderer();
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
-				container.appendChild( renderer.domElement );
-
-				// CONTROLS
-
-				controls = new OrbitControls( camera, renderer.domElement );
-
-				controls.rotateSpeed = 1.0;
-				controls.zoomSpeed = 1.2;
-				controls.panSpeed = 0.8;
-
-				controls.keys = [ 65, 83, 68 ];
-
-				// STATS
-
-				stats = new Stats();
-				container.appendChild( stats.dom );
-
-				// EVENTS
-
-				onWindowResize();
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-				document.addEventListener( 'keydown', onKeyDown, false );
-
-			}
-
-			//
-
-			function onWindowResize() {
-
-				SCREEN_WIDTH = window.innerWidth;
-				SCREEN_HEIGHT = window.innerHeight;
-
-				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
-
-				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
-				camera.updateProjectionMatrix();
-
-			}
-
-			//
-
-			function onKeyDown( event ) {
-
-				switch ( event.keyCode ) {
-
-					case 78: /*N*/ lightDir *= - 1; break;
-					case 77: /*M*/ animDeltaDir *= - 1; break;
-
-				}
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				render();
-				stats.update();
-
-			}
-
-			function render() {
-
-				var delta = clock.getDelta();
-
-				if ( terrain.visible ) {
-
-					var fLow = 0.1, fHigh = 0.8;
-
-					lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
-
-					var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
-
-					scene.background.setHSL( 0.1, 0.5, lightVal );
-					scene.fog.color.setHSL( 0.1, 0.5, lightVal );
-
-					directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
-					pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
-
-					uniformsTerrain[ 'uNormalScale' ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
-
-					if ( updateNoise ) {
-
-						animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
-						uniformsNoise[ 'time' ].value += delta * animDelta;
-
-						uniformsNoise[ 'offset' ].value.x += delta * 0.05;
-
-						uniformsTerrain[ 'uOffset' ].value.x = 4 * uniformsNoise[ 'offset' ].value.x;
-
-						quadTarget.material = mlib[ 'heightmap' ];
-						renderer.setRenderTarget( heightMap );
-						renderer.clear();
-						renderer.render( sceneRenderTarget, cameraOrtho );
-
-						quadTarget.material = mlib[ 'normal' ];
-						renderer.setRenderTarget( normalMap );
-						renderer.clear();
-						renderer.render( sceneRenderTarget, cameraOrtho );
-
-					}
-
-					renderer.setRenderTarget( null );
-					renderer.render( scene, camera );
-
-				}
-
-			}
-
-		</script>
-
-	</body>
-</html>