ShaderTerrain.js 10 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. "#endif",
  78. "varying vec3 vViewPosition;",
  79. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  80. THREE.ShaderChunk[ "fog_pars_fragment" ],
  81. "void main() {",
  82. "gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  83. "vec3 specularTex = vec3( 1.0 );",
  84. "vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
  85. "vec2 uvBase = uRepeatBase * vUv;",
  86. "vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
  87. "normalTex.xy *= uNormalScale;",
  88. "normalTex = normalize( normalTex );",
  89. "if( enableDiffuse1 && enableDiffuse2 ) {",
  90. "vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
  91. "vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
  92. "#ifdef GAMMA_INPUT",
  93. "colDiffuse1.xyz *= colDiffuse1.xyz;",
  94. "colDiffuse2.xyz *= colDiffuse2.xyz;",
  95. "#endif",
  96. "gl_FragColor = gl_FragColor * mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
  97. " } else if( enableDiffuse1 ) {",
  98. "gl_FragColor = gl_FragColor * texture2D( tDiffuse1, uvOverlay );",
  99. "} else if( enableDiffuse2 ) {",
  100. "gl_FragColor = gl_FragColor * texture2D( tDiffuse2, uvOverlay );",
  101. "}",
  102. "if( enableSpecular )",
  103. "specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
  104. "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
  105. "vec3 finalNormal = tsb * normalTex;",
  106. "vec3 normal = normalize( finalNormal );",
  107. "vec3 viewPosition = normalize( vViewPosition );",
  108. // point lights
  109. "#if MAX_POINT_LIGHTS > 0",
  110. "vec3 pointDiffuse = vec3( 0.0 );",
  111. "vec3 pointSpecular = vec3( 0.0 );",
  112. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  113. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  114. "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  115. "float lDistance = 1.0;",
  116. "if ( pointLightDistance[ i ] > 0.0 )",
  117. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  118. "lVector = normalize( lVector );",
  119. "vec3 pointHalfVector = normalize( lVector + viewPosition );",
  120. "float pointDistance = lDistance;",
  121. "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  122. "float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
  123. "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  124. "pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  125. "pointSpecular += pointDistance * pointLightColor[ i ] * specular * pointSpecularWeight * pointDiffuseWeight;",
  126. "}",
  127. "#endif",
  128. // directional lights
  129. "#if MAX_DIR_LIGHTS > 0",
  130. "vec3 dirDiffuse = vec3( 0.0 );",
  131. "vec3 dirSpecular = vec3( 0.0 );",
  132. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  133. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  134. "vec3 dirVector = normalize( lDirection.xyz );",
  135. "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  136. "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  137. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  138. "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  139. "dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  140. "dirSpecular += directionalLightColor[ i ] * specular * dirSpecularWeight * dirDiffuseWeight;",
  141. "}",
  142. "#endif",
  143. // hemisphere lights
  144. "#if MAX_HEMI_LIGHTS > 0",
  145. "vec3 hemiDiffuse = vec3( 0.0 );",
  146. "vec3 hemiSpecular = vec3( 0.0 );" ,
  147. "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  148. "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  149. "vec3 lVector = normalize( lDirection.xyz );",
  150. // diffuse
  151. "float dotProduct = dot( normal, lVector );",
  152. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  153. "hemiDiffuse += diffuse * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  154. // specular (sky light)
  155. "float hemiSpecularWeight = 0.0;",
  156. "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  157. "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  158. "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  159. // specular (ground light)
  160. "vec3 lVectorGround = -lVector;",
  161. "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  162. "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  163. "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  164. "hemiSpecular += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
  165. "}",
  166. "#endif",
  167. // all lights contribution summation
  168. "vec3 totalDiffuse = vec3( 0.0 );",
  169. "vec3 totalSpecular = vec3( 0.0 );",
  170. "#if MAX_DIR_LIGHTS > 0",
  171. "totalDiffuse += dirDiffuse;",
  172. "totalSpecular += dirSpecular;",
  173. "#endif",
  174. "#if MAX_HEMI_LIGHTS > 0",
  175. "totalDiffuse += hemiDiffuse;",
  176. "totalSpecular += hemiSpecular;",
  177. "#endif",
  178. "#if MAX_POINT_LIGHTS > 0",
  179. "totalDiffuse += pointDiffuse;",
  180. "totalSpecular += pointSpecular;",
  181. "#endif",
  182. //"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * diffuse ) + totalSpecular;",
  183. "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * diffuse + totalSpecular );",
  184. THREE.ShaderChunk[ "shadowmap_fragment" ],
  185. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  186. THREE.ShaderChunk[ "fog_fragment" ],
  187. "}"
  188. ].join("\n"),
  189. vertexShader: [
  190. "attribute vec4 tangent;",
  191. "uniform vec2 uRepeatBase;",
  192. "uniform sampler2D tNormal;",
  193. "#ifdef VERTEX_TEXTURES",
  194. "uniform sampler2D tDisplacement;",
  195. "uniform float uDisplacementScale;",
  196. "uniform float uDisplacementBias;",
  197. "#endif",
  198. "varying vec3 vTangent;",
  199. "varying vec3 vBinormal;",
  200. "varying vec3 vNormal;",
  201. "varying vec2 vUv;",
  202. "varying vec3 vViewPosition;",
  203. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  204. "void main() {",
  205. "vNormal = normalize( normalMatrix * normal );",
  206. // tangent and binormal vectors
  207. "vTangent = normalize( normalMatrix * tangent.xyz );",
  208. "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
  209. "vBinormal = normalize( vBinormal );",
  210. // texture coordinates
  211. "vUv = uv;",
  212. "vec2 uvBase = uv * uRepeatBase;",
  213. // displacement mapping
  214. "#ifdef VERTEX_TEXTURES",
  215. "vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
  216. "float df = uDisplacementScale * dv.x + uDisplacementBias;",
  217. "vec3 displacedPosition = normal * df + position;",
  218. "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  219. "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  220. "#else",
  221. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  222. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  223. "#endif",
  224. "gl_Position = projectionMatrix * mvPosition;",
  225. "vViewPosition = -mvPosition.xyz;",
  226. "vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
  227. "vNormal = normalMatrix * normalTex;",
  228. THREE.ShaderChunk[ "shadowmap_vertex" ],
  229. "}"
  230. ].join("\n")
  231. }
  232. };