ShaderTerrain.js 9.8 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. *
  4. */
  5. THREE.ShaderTerrain = {
  6. /* -------------------------------------------------------------------------
  7. // Dynamic terrain shader
  8. // - Blinn-Phong
  9. // - height + normal + diffuse1 + diffuse2 + specular + detail maps
  10. // - point, directional and hemisphere lights (use with "lights: true" material option)
  11. // - shadow maps receiving
  12. ------------------------------------------------------------------------- */
  13. 'terrain' : {
  14. uniforms: THREE.UniformsUtils.merge( [
  15. THREE.UniformsLib[ "fog" ],
  16. THREE.UniformsLib[ "lights" ],
  17. THREE.UniformsLib[ "shadowmap" ],
  18. {
  19. "enableDiffuse1" : { type: "i", value: 0 },
  20. "enableDiffuse2" : { type: "i", value: 0 },
  21. "enableSpecular" : { type: "i", value: 0 },
  22. "enableReflection": { type: "i", value: 0 },
  23. "tDiffuse1" : { type: "t", value: null },
  24. "tDiffuse2" : { type: "t", value: null },
  25. "tDetail" : { type: "t", value: null },
  26. "tNormal" : { type: "t", value: null },
  27. "tSpecular" : { type: "t", value: null },
  28. "tDisplacement": { type: "t", value: null },
  29. "uNormalScale": { type: "f", value: 1.0 },
  30. "uDisplacementBias": { type: "f", value: 0.0 },
  31. "uDisplacementScale": { type: "f", value: 1.0 },
  32. "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
  33. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  34. "shininess": { type: "f", value: 30 },
  35. "opacity": { type: "f", value: 1 },
  36. "uRepeatBase" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  37. "uRepeatOverlay" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  38. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }
  39. }
  40. ] ),
  41. fragmentShader: [
  42. "uniform vec3 diffuse;",
  43. "uniform vec3 specular;",
  44. "uniform float shininess;",
  45. "uniform float opacity;",
  46. "uniform bool enableDiffuse1;",
  47. "uniform bool enableDiffuse2;",
  48. "uniform bool enableSpecular;",
  49. "uniform sampler2D tDiffuse1;",
  50. "uniform sampler2D tDiffuse2;",
  51. "uniform sampler2D tDetail;",
  52. "uniform sampler2D tNormal;",
  53. "uniform sampler2D tSpecular;",
  54. "uniform sampler2D tDisplacement;",
  55. "uniform float uNormalScale;",
  56. "uniform vec2 uRepeatOverlay;",
  57. "uniform vec2 uRepeatBase;",
  58. "uniform vec2 uOffset;",
  59. "varying vec3 vTangent;",
  60. "varying vec3 vBinormal;",
  61. "varying vec3 vNormal;",
  62. "varying vec2 vUv;",
  63. "uniform vec3 ambientLightColor;",
  64. "#if MAX_DIR_LIGHTS > 0",
  65. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  66. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  67. "#endif",
  68. "#if MAX_HEMI_LIGHTS > 0",
  69. "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  70. "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  71. "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  72. "#endif",
  73. "#if MAX_POINT_LIGHTS > 0",
  74. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  75. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  76. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  77. "uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
  78. "#endif",
  79. "varying vec3 vViewPosition;",
  80. THREE.ShaderChunk[ "common" ],
  81. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  82. THREE.ShaderChunk[ "fog_pars_fragment" ],
  83. "void main() {",
  84. "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  85. "vec4 diffuseColor = vec4( diffuse, opacity );",
  86. "vec3 specularTex = vec3( 1.0 );",
  87. "vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
  88. "vec2 uvBase = uRepeatBase * vUv;",
  89. "vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
  90. "normalTex.xy *= uNormalScale;",
  91. "normalTex = normalize( normalTex );",
  92. "if( enableDiffuse1 && enableDiffuse2 ) {",
  93. "vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
  94. "vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
  95. "colDiffuse1.xyz = inputToLinear( colDiffuse1.xyz );",
  96. "colDiffuse2.xyz = inputToLinear( colDiffuse2.xyz );",
  97. "diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
  98. " } else if( enableDiffuse1 ) {",
  99. "diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
  100. "} else if( enableDiffuse2 ) {",
  101. "diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
  102. "}",
  103. "if( enableSpecular )",
  104. "specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
  105. "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
  106. "vec3 finalNormal = tsb * normalTex;",
  107. "vec3 normal = normalize( finalNormal );",
  108. "vec3 viewPosition = normalize( vViewPosition );",
  109. "vec3 totalDiffuseLight = vec3( 0.0 );",
  110. "vec3 totalSpecularLight = vec3( 0.0 );",
  111. // point lights
  112. "#if MAX_POINT_LIGHTS > 0",
  113. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  114. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  115. "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  116. "float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
  117. "lVector = normalize( lVector );",
  118. "vec3 pointHalfVector = normalize( lVector + viewPosition );",
  119. "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  120. "float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
  121. "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  122. "totalDiffuseLight += attenuation * pointLightColor[ i ] * pointDiffuseWeight;",
  123. "totalSpecularLight += attenuation * pointLightColor[ i ] * specular * pointSpecularWeight * pointDiffuseWeight;",
  124. "}",
  125. "#endif",
  126. // directional lights
  127. "#if MAX_DIR_LIGHTS > 0",
  128. "vec3 dirDiffuse = vec3( 0.0 );",
  129. "vec3 dirSpecular = vec3( 0.0 );",
  130. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  131. "vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );",
  132. "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  133. "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  134. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  135. "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  136. "totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
  137. "totalSpecularLight += directionalLightColor[ i ] * specular * dirSpecularWeight * dirDiffuseWeight;",
  138. "}",
  139. "#endif",
  140. // hemisphere lights
  141. "#if MAX_HEMI_LIGHTS > 0",
  142. "vec3 hemiDiffuse = vec3( 0.0 );",
  143. "vec3 hemiSpecular = vec3( 0.0 );",
  144. "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  145. "vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );",
  146. // diffuse
  147. "float dotProduct = dot( normal, lVector );",
  148. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  149. "totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  150. // specular (sky light)
  151. "float hemiSpecularWeight = 0.0;",
  152. "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  153. "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  154. "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  155. // specular (ground light)
  156. "vec3 lVectorGround = -lVector;",
  157. "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  158. "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  159. "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  160. "totalSpecularLight += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
  161. "}",
  162. "#endif",
  163. "outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
  164. THREE.ShaderChunk[ "shadowmap_fragment" ],
  165. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  166. THREE.ShaderChunk[ "fog_fragment" ],
  167. "gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  168. "}"
  169. ].join("\n"),
  170. vertexShader: [
  171. "attribute vec4 tangent;",
  172. "uniform vec2 uRepeatBase;",
  173. "uniform sampler2D tNormal;",
  174. "#ifdef VERTEX_TEXTURES",
  175. "uniform sampler2D tDisplacement;",
  176. "uniform float uDisplacementScale;",
  177. "uniform float uDisplacementBias;",
  178. "#endif",
  179. "varying vec3 vTangent;",
  180. "varying vec3 vBinormal;",
  181. "varying vec3 vNormal;",
  182. "varying vec2 vUv;",
  183. "varying vec3 vViewPosition;",
  184. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  185. "void main() {",
  186. "vNormal = normalize( normalMatrix * normal );",
  187. // tangent and binormal vectors
  188. "vTangent = normalize( normalMatrix * tangent.xyz );",
  189. "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
  190. "vBinormal = normalize( vBinormal );",
  191. // texture coordinates
  192. "vUv = uv;",
  193. "vec2 uvBase = uv * uRepeatBase;",
  194. // displacement mapping
  195. "#ifdef VERTEX_TEXTURES",
  196. "vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
  197. "float df = uDisplacementScale * dv.x + uDisplacementBias;",
  198. "vec3 displacedPosition = normal * df + position;",
  199. "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  200. "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  201. "#else",
  202. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  203. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  204. "#endif",
  205. "gl_Position = projectionMatrix * mvPosition;",
  206. "vViewPosition = -mvPosition.xyz;",
  207. "vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
  208. "vNormal = normalMatrix * normalTex;",
  209. THREE.ShaderChunk[ "shadowmap_vertex" ],
  210. "}"
  211. ].join("\n")
  212. }
  213. };