123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377 |
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- */
- THREE.ShaderTerrain = {
- /* -------------------------------------------------------------------------
- // 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
- ------------------------------------------------------------------------- */
- 'terrain' : {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "enableDiffuse1" : { type: "i", value: 0 },
- "enableDiffuse2" : { type: "i", value: 0 },
- "enableSpecular" : { type: "i", value: 0 },
- "enableReflection": { type: "i", value: 0 },
- "tDiffuse1" : { type: "t", value: null },
- "tDiffuse2" : { type: "t", value: null },
- "tDetail" : { type: "t", value: null },
- "tNormal" : { type: "t", value: null },
- "tSpecular" : { type: "t", value: null },
- "tDisplacement": { type: "t", value: null },
- "uNormalScale": { type: "f", value: 1.0 },
- "uDisplacementBias": { type: "f", value: 0.0 },
- "uDisplacementScale": { type: "f", value: 1.0 },
- "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
- "ambient": { type: "c", value: new THREE.Color( 0x050505 ) },
- "shininess": { type: "f", value: 30 },
- "opacity": { type: "f", value: 1 },
- "uRepeatBase" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
- "uRepeatOverlay" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
- "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }
- }
- ] ),
- fragmentShader: [
- "uniform vec3 ambient;",
- "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;",
- "uniform vec3 ambientLightColor;",
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "#endif",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( vec3( 1.0 ), 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 );",
- "#ifdef GAMMA_INPUT",
- "colDiffuse1.xyz *= colDiffuse1.xyz;",
- "colDiffuse2.xyz *= colDiffuse2.xyz;",
- "#endif",
- "gl_FragColor = gl_FragColor * mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
- " } else if( enableDiffuse1 ) {",
- "gl_FragColor = gl_FragColor * texture2D( tDiffuse1, uvOverlay );",
- "} else if( enableDiffuse2 ) {",
- "gl_FragColor = gl_FragColor * 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 );",
- // point lights
- "#if MAX_POINT_LIGHTS > 0",
- "vec3 pointDiffuse = vec3( 0.0 );",
- "vec3 pointSpecular = vec3( 0.0 );",
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "vec3 pointHalfVector = normalize( lVector + viewPosition );",
- "float pointDistance = lDistance;",
- "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 );",
- "pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
- "pointSpecular += pointDistance * pointLightColor[ i ] * specular * pointSpecularWeight * pointDiffuseWeight;",
- "}",
- "#endif",
- // directional lights
- "#if MAX_DIR_LIGHTS > 0",
- "vec3 dirDiffuse = vec3( 0.0 );",
- "vec3 dirSpecular = vec3( 0.0 );",
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- "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 );",
- "dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
- "dirSpecular += directionalLightColor[ i ] * specular * dirSpecularWeight * dirDiffuseWeight;",
- "}",
- "#endif",
- // hemisphere lights
- "#if MAX_HEMI_LIGHTS > 0",
- "vec3 hemiDiffuse = vec3( 0.0 );",
- "vec3 hemiSpecular = vec3( 0.0 );" ,
- "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
- "vec3 lVector = normalize( lDirection.xyz );",
- // diffuse
- "float dotProduct = dot( normal, lVector );",
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
- "hemiDiffuse += diffuse * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], 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 );",
- "hemiSpecular += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
- "}",
- "#endif",
- // all lights contribution summation
- "vec3 totalDiffuse = vec3( 0.0 );",
- "vec3 totalSpecular = vec3( 0.0 );",
- "#if MAX_DIR_LIGHTS > 0",
- "totalDiffuse += dirDiffuse;",
- "totalSpecular += dirSpecular;",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "totalDiffuse += hemiDiffuse;",
- "totalSpecular += hemiSpecular;",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "totalDiffuse += pointDiffuse;",
- "totalSpecular += pointSpecular;",
- "#endif",
- //"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient) + totalSpecular;",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- 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" ],
- "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" ],
- "}"
- ].join("\n")
- }
- };
|