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@@ -7,124 +7,12 @@
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* @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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*/
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-THREE.ShaderLib[ 'water' ] = {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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- THREE.UniformsLib[ "fog" ], {
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- "normalSampler": { value: null },
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- "mirrorSampler": { value: null },
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- "alpha": { value: 1.0 },
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- "time": { value: 0.0 },
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- "distortionScale": { value: 20.0 },
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- "noiseScale": { value: 1.0 },
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- "textureMatrix" : { value: new THREE.Matrix4() },
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- "sunColor": { value: new THREE.Color( 0x7F7F7F ) },
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- "sunDirection": { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
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- "eye": { value: new THREE.Vector3() },
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- "waterColor": { value: new THREE.Color( 0x555555 ) }
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- }
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- ] ),
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-
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- vertexShader: [
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- 'uniform mat4 textureMatrix;',
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- 'uniform float time;',
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-
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- 'varying vec4 mirrorCoord;',
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- 'varying vec3 worldPosition;',
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-
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- THREE.ShaderChunk[ "fog_pars_vertex"],
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-
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- 'void main()',
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- '{',
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- ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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- ' worldPosition = mirrorCoord.xyz;',
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- ' mirrorCoord = textureMatrix * mirrorCoord;',
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- ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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- ' gl_Position = projectionMatrix * mvPosition;',
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-
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- THREE.ShaderChunk[ "fog_vertex"],
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-
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- '}'
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- ].join( '\n' ),
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-
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- fragmentShader: [
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- 'precision highp float;',
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-
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- 'uniform sampler2D mirrorSampler;',
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- 'uniform float alpha;',
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- 'uniform float time;',
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- 'uniform float distortionScale;',
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- 'uniform sampler2D normalSampler;',
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- 'uniform vec3 sunColor;',
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- 'uniform vec3 sunDirection;',
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- 'uniform vec3 eye;',
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- 'uniform vec3 waterColor;',
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-
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- 'varying vec4 mirrorCoord;',
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- 'varying vec3 worldPosition;',
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-
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- 'vec4 getNoise( vec2 uv )',
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- '{',
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- ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
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- ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
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- ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
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- ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
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- ' vec4 noise = texture2D( normalSampler, uv0 ) +',
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- ' texture2D( normalSampler, uv1 ) +',
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- ' texture2D( normalSampler, uv2 ) +',
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- ' texture2D( normalSampler, uv3 );',
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- ' return noise * 0.5 - 1.0;',
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- '}',
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-
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- 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor )',
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- '{',
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- ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
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- ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
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- ' specularColor += pow( direction, shiny ) * sunColor * spec;',
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- ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
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- '}',
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-
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- THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "fog_pars_fragment" ],
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-
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- 'void main()',
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- '{',
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- ' vec4 noise = getNoise( worldPosition.xz );',
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- ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
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-
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- ' vec3 diffuseLight = vec3(0.0);',
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- ' vec3 specularLight = vec3(0.0);',
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-
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- ' vec3 worldToEye = eye-worldPosition;',
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- ' vec3 eyeDirection = normalize( worldToEye );',
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- ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
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-
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- ' float distance = length(worldToEye);',
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-
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- ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
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- ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.z + distortion ) );',
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-
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- ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
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- ' float rf0 = 0.3;',
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- ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
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- ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
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- ' vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
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- ' vec3 outgoingLight = albedo;',
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- ' gl_FragColor = vec4( outgoingLight, alpha );',
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-
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- THREE.ShaderChunk[ "fog_fragment" ],
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-
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- '}'
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- ].join( '\n' )
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-
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-};
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-
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THREE.Water = function ( renderer, camera, scene, options ) {
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THREE.Object3D.call( this );
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this.name = 'water_' + this.id;
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- function optionalParameter ( value, defaultValue ) {
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+ function optionalParameter( value, defaultValue ) {
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return value !== undefined ? value : defaultValue;
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@@ -176,7 +64,115 @@ THREE.Water = function ( renderer, camera, scene, options ) {
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this.renderTarget = new THREE.WebGLRenderTarget( width, height );
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this.renderTarget2 = new THREE.WebGLRenderTarget( width, height );
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- var mirrorShader = THREE.ShaderLib[ "water" ];
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+ var mirrorShader = {
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+
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+ uniforms: THREE.UniformsUtils.merge( [
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+ THREE.UniformsLib[ 'fog' ],
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+ {
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+ normalSampler: { value: null },
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+ mirrorSampler: { value: null },
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+ alpha: { value: 1.0 },
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+ time: { value: 0.0 },
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+ distortionScale: { value: 20.0 },
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+ noiseScale: { value: 1.0 },
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+ textureMatrix: { value: new THREE.Matrix4() },
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+ sunColor: { value: new THREE.Color( 0x7F7F7F ) },
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+ sunDirection: { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
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+ eye: { value: new THREE.Vector3() },
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+ waterColor: { value: new THREE.Color( 0x555555 ) }
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+ }
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+ ] ),
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+
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+ vertexShader: [
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+ 'uniform mat4 textureMatrix;',
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+ 'uniform float time;',
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+
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+ 'varying vec4 mirrorCoord;',
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+ 'varying vec3 worldPosition;',
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+
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+ THREE.ShaderChunk[ 'fog_pars_vertex' ],
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+
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+ 'void main() {',
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+ ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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+ ' worldPosition = mirrorCoord.xyz;',
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+ ' mirrorCoord = textureMatrix * mirrorCoord;',
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+ ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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+ ' gl_Position = projectionMatrix * mvPosition;',
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+
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+ THREE.ShaderChunk[ 'fog_vertex' ],
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+
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+ '}'
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+ ].join( '\n' ),
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+
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+ fragmentShader: [
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+ 'precision highp float;',
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+
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+ 'uniform sampler2D mirrorSampler;',
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+ 'uniform float alpha;',
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+ 'uniform float time;',
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+ 'uniform float distortionScale;',
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+ 'uniform sampler2D normalSampler;',
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+ 'uniform vec3 sunColor;',
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+ 'uniform vec3 sunDirection;',
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+ 'uniform vec3 eye;',
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+ 'uniform vec3 waterColor;',
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+
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+ 'varying vec4 mirrorCoord;',
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+ 'varying vec3 worldPosition;',
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+
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+ 'vec4 getNoise( vec2 uv ) {',
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+ ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
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+ ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
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+ ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
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+ ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
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+ ' vec4 noise = texture2D( normalSampler, uv0 ) +',
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+ ' texture2D( normalSampler, uv1 ) +',
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+ ' texture2D( normalSampler, uv2 ) +',
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+ ' texture2D( normalSampler, uv3 );',
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+ ' return noise * 0.5 - 1.0;',
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+ '}',
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+
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+ 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
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+ ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
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+ ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
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+ ' specularColor += pow( direction, shiny ) * sunColor * spec;',
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+ ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
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+ '}',
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+
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+ THREE.ShaderChunk[ 'common' ],
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+ THREE.ShaderChunk[ 'fog_pars_fragment' ],
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+
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+ 'void main() {',
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+ ' vec4 noise = getNoise( worldPosition.xz );',
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+ ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
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+
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+ ' vec3 diffuseLight = vec3(0.0);',
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+ ' vec3 specularLight = vec3(0.0);',
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+
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+ ' vec3 worldToEye = eye-worldPosition;',
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+ ' vec3 eyeDirection = normalize( worldToEye );',
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+ ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
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+
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+ ' float distance = length(worldToEye);',
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+
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+ ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
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+ ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.z + distortion ) );',
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+
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+ ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
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+ ' float rf0 = 0.3;',
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+ ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
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+ ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
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+ ' vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
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+ ' vec3 outgoingLight = albedo;',
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+ ' gl_FragColor = vec4( outgoingLight, alpha );',
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+
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+ THREE.ShaderChunk[ 'fog_fragment' ],
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+
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+ '}'
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+ ].join( '\n' )
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+
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+ };
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+
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var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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@@ -220,12 +216,6 @@ THREE.Water.prototype.constructor = THREE.Water;
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THREE.Water.prototype.updateTextureMatrix = function () {
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- function sign( x ) {
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-
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- return x ? x < 0 ? - 1 : 1 : 0;
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-
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- }
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-
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this.updateMatrixWorld();
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this.camera.updateMatrixWorld();
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@@ -265,10 +255,12 @@ THREE.Water.prototype.updateTextureMatrix = function () {
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this.mirrorCamera.matrixWorldInverse.getInverse( this.mirrorCamera.matrixWorld );
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// Update the texture matrix
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- this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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- 0.0, 0.5, 0.0, 0.5,
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- 0.0, 0.0, 0.5, 0.5,
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- 0.0, 0.0, 0.0, 1.0 );
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+ this.textureMatrix.set(
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+ 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0
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+ );
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this.textureMatrix.multiply( this.mirrorCamera.projectionMatrix );
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this.textureMatrix.multiply( this.mirrorCamera.matrixWorldInverse );
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@@ -282,8 +274,8 @@ THREE.Water.prototype.updateTextureMatrix = function () {
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var q = new THREE.Vector4();
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var projectionMatrix = this.mirrorCamera.projectionMatrix;
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- q.x = ( sign( this.clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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- q.y = ( sign( this.clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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+ q.x = ( Math.sign( this.clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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+ q.y = ( Math.sign( this.clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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q.z = - 1.0;
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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