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. "ambient": { type: "c", value: new THREE.Color( 0x050505 ) },
  35. "shininess": { type: "f", value: 30 },
  36. "opacity": { type: "f", value: 1 },
  37. "uRepeatBase" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  38. "uRepeatOverlay" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  39. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }
  40. }
  41. ] ),
  42. fragmentShader: [
  43. "uniform vec3 ambient;",
  44. "uniform vec3 diffuse;",
  45. "uniform vec3 specular;",
  46. "uniform float shininess;",
  47. "uniform float opacity;",
  48. "uniform bool enableDiffuse1;",
  49. "uniform bool enableDiffuse2;",
  50. "uniform bool enableSpecular;",
  51. "uniform sampler2D tDiffuse1;",
  52. "uniform sampler2D tDiffuse2;",
  53. "uniform sampler2D tDetail;",
  54. "uniform sampler2D tNormal;",
  55. "uniform sampler2D tSpecular;",
  56. "uniform sampler2D tDisplacement;",
  57. "uniform float uNormalScale;",
  58. "uniform vec2 uRepeatOverlay;",
  59. "uniform vec2 uRepeatBase;",
  60. "uniform vec2 uOffset;",
  61. "varying vec3 vTangent;",
  62. "varying vec3 vBinormal;",
  63. "varying vec3 vNormal;",
  64. "varying vec2 vUv;",
  65. "uniform vec3 ambientLightColor;",
  66. "#if MAX_DIR_LIGHTS > 0",
  67. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  68. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  69. "#endif",
  70. "#if MAX_HEMI_LIGHTS > 0",
  71. "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  72. "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  73. "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  74. "#endif",
  75. "#if MAX_POINT_LIGHTS > 0",
  76. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  77. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  78. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  79. "#endif",
  80. "varying vec3 vViewPosition;",
  81. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  82. THREE.ShaderChunk[ "fog_pars_fragment" ],
  83. "void main() {",
  84. "gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  85. "vec3 specularTex = vec3( 1.0 );",
  86. "vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
  87. "vec2 uvBase = uRepeatBase * vUv;",
  88. "vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
  89. "normalTex.xy *= uNormalScale;",
  90. "normalTex = normalize( normalTex );",
  91. "if( enableDiffuse1 && enableDiffuse2 ) {",
  92. "vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
  93. "vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
  94. "#ifdef GAMMA_INPUT",
  95. "colDiffuse1.xyz *= colDiffuse1.xyz;",
  96. "colDiffuse2.xyz *= colDiffuse2.xyz;",
  97. "#endif",
  98. "gl_FragColor = gl_FragColor * mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
  99. " } else if( enableDiffuse1 ) {",
  100. "gl_FragColor = gl_FragColor * texture2D( tDiffuse1, uvOverlay );",
  101. "} else if( enableDiffuse2 ) {",
  102. "gl_FragColor = gl_FragColor * texture2D( tDiffuse2, uvOverlay );",
  103. "}",
  104. "if( enableSpecular )",
  105. "specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
  106. "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
  107. "vec3 finalNormal = tsb * normalTex;",
  108. "vec3 normal = normalize( finalNormal );",
  109. "vec3 viewPosition = normalize( vViewPosition );",
  110. // point lights
  111. "#if MAX_POINT_LIGHTS > 0",
  112. "vec3 pointDiffuse = vec3( 0.0 );",
  113. "vec3 pointSpecular = vec3( 0.0 );",
  114. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  115. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  116. "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  117. "float lDistance = 1.0;",
  118. "if ( pointLightDistance[ i ] > 0.0 )",
  119. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  120. "lVector = normalize( lVector );",
  121. "vec3 pointHalfVector = normalize( lVector + viewPosition );",
  122. "float pointDistance = lDistance;",
  123. "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  124. "float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
  125. "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  126. "pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  127. "pointSpecular += pointDistance * pointLightColor[ i ] * specular * pointSpecularWeight * pointDiffuseWeight;",
  128. "}",
  129. "#endif",
  130. // directional lights
  131. "#if MAX_DIR_LIGHTS > 0",
  132. "vec3 dirDiffuse = vec3( 0.0 );",
  133. "vec3 dirSpecular = vec3( 0.0 );",
  134. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  135. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  136. "vec3 dirVector = normalize( lDirection.xyz );",
  137. "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  138. "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  139. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  140. "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  141. "dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  142. "dirSpecular += directionalLightColor[ i ] * specular * dirSpecularWeight * dirDiffuseWeight;",
  143. "}",
  144. "#endif",
  145. // hemisphere lights
  146. "#if MAX_HEMI_LIGHTS > 0",
  147. "vec3 hemiDiffuse = vec3( 0.0 );",
  148. "vec3 hemiSpecular = vec3( 0.0 );" ,
  149. "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  150. "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  151. "vec3 lVector = normalize( lDirection.xyz );",
  152. // diffuse
  153. "float dotProduct = dot( normal, lVector );",
  154. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  155. "hemiDiffuse += diffuse * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  156. // specular (sky light)
  157. "float hemiSpecularWeight = 0.0;",
  158. "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  159. "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  160. "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  161. // specular (ground light)
  162. "vec3 lVectorGround = -lVector;",
  163. "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  164. "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  165. "hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  166. "hemiSpecular += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
  167. "}",
  168. "#endif",
  169. // all lights contribution summation
  170. "vec3 totalDiffuse = vec3( 0.0 );",
  171. "vec3 totalSpecular = vec3( 0.0 );",
  172. "#if MAX_DIR_LIGHTS > 0",
  173. "totalDiffuse += dirDiffuse;",
  174. "totalSpecular += dirSpecular;",
  175. "#endif",
  176. "#if MAX_HEMI_LIGHTS > 0",
  177. "totalDiffuse += hemiDiffuse;",
  178. "totalSpecular += hemiSpecular;",
  179. "#endif",
  180. "#if MAX_POINT_LIGHTS > 0",
  181. "totalDiffuse += pointDiffuse;",
  182. "totalSpecular += pointSpecular;",
  183. "#endif",
  184. //"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient) + totalSpecular;",
  185. "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  186. THREE.ShaderChunk[ "shadowmap_fragment" ],
  187. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  188. THREE.ShaderChunk[ "fog_fragment" ],
  189. "}"
  190. ].join("\n"),
  191. vertexShader: [
  192. "attribute vec4 tangent;",
  193. "uniform vec2 uRepeatBase;",
  194. "uniform sampler2D tNormal;",
  195. "#ifdef VERTEX_TEXTURES",
  196. "uniform sampler2D tDisplacement;",
  197. "uniform float uDisplacementScale;",
  198. "uniform float uDisplacementBias;",
  199. "#endif",
  200. "varying vec3 vTangent;",
  201. "varying vec3 vBinormal;",
  202. "varying vec3 vNormal;",
  203. "varying vec2 vUv;",
  204. "varying vec3 vViewPosition;",
  205. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  206. "void main() {",
  207. "vNormal = normalize( normalMatrix * normal );",
  208. // tangent and binormal vectors
  209. "vTangent = normalize( normalMatrix * tangent.xyz );",
  210. "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
  211. "vBinormal = normalize( vBinormal );",
  212. // texture coordinates
  213. "vUv = uv;",
  214. "vec2 uvBase = uv * uRepeatBase;",
  215. // displacement mapping
  216. "#ifdef VERTEX_TEXTURES",
  217. "vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
  218. "float df = uDisplacementScale * dv.x + uDisplacementBias;",
  219. "vec3 displacedPosition = normal * df + position;",
  220. "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  221. "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  222. "#else",
  223. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  224. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  225. "#endif",
  226. "gl_Position = projectionMatrix * mvPosition;",
  227. "vViewPosition = -mvPosition.xyz;",
  228. "vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
  229. "vNormal = normalMatrix * normalTex;",
  230. THREE.ShaderChunk[ "shadowmap_vertex" ],
  231. "}"
  232. ].join("\n")
  233. }
  234. };