webgl_terrain_dynamic.html 19 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - dynamic procedural terrain</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. background: #000;
  9. color: #999;
  10. padding: 0;
  11. margin: 0;
  12. overflow: hidden;
  13. font-family: georgia;
  14. font-size:1em;
  15. text-align: center;
  16. }
  17. #info { margin-top: 2em }
  18. a { color: #fb0; }
  19. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
  20. .h { color: #fb0 }
  21. .c { display: inline; margin-left: 1em }
  22. #loading { width: 100%; margin: 2em auto; text-align: center; position: absolute; top: 25em }
  23. #oldie a { color:#da0 }
  24. #stats { position: absolute; top:0; left: 0 }
  25. #stats #fps { background: transparent !important }
  26. #stats #fps #fpsText { color: #aaa !important }
  27. #stats #fps #fpsGraph { display: none }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="container"></div>
  32. <div id="info">
  33. <a href="http://threejs.org" target="_blank">three.js</a> - dynamic procedural terrain using
  34. <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
  35. birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> -
  36. textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
  37. <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> -
  38. music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</a>
  39. </div>
  40. <div id="loading">Loading...</div>
  41. <div id="footer">
  42. <div class="c">
  43. day / night: <span class="h">n</span>
  44. </div>
  45. <div class="c">
  46. animate terrain: <span class="h">m</span>
  47. </div>
  48. <div class="c">
  49. toggle soundtrack: <span class="h">b</span>
  50. </div>
  51. </div>
  52. <!--
  53. <audio id="soundtrack" autoplay loop style="display:none">
  54. <source src="sounds/Five_Armies.mp3" type='audio/mp3'>
  55. <source src="sounds/Five_Armies.ogg" type='audio/ogg'>
  56. </audio>
  57. -->
  58. <script src="../build/three.min.js"></script>
  59. <script src="js/controls/TrackballControls.js"></script>
  60. <script src="js/shaders/BleachBypassShader.js"></script>
  61. <script src="js/shaders/ConvolutionShader.js"></script>
  62. <script src="js/shaders/CopyShader.js"></script>
  63. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  64. <script src="js/shaders/LuminosityShader.js"></script>
  65. <script src="js/shaders/NormalMapShader.js"></script>
  66. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  67. <script src="js/postprocessing/EffectComposer.js"></script>
  68. <script src="js/postprocessing/RenderPass.js"></script>
  69. <script src="js/postprocessing/BloomPass.js"></script>
  70. <script src="js/postprocessing/ShaderPass.js"></script>
  71. <script src="js/postprocessing/MaskPass.js"></script>
  72. <script src="js/postprocessing/SavePass.js"></script>
  73. <script src="js/ShaderTerrain.js"></script>
  74. <script src="js/Detector.js"></script>
  75. <script src="js/libs/stats.min.js"></script>
  76. <script id="fragmentShaderNoise" type="x-shader/x-fragment">
  77. //
  78. // Description : Array and textureless GLSL 3D simplex noise function.
  79. // Author : Ian McEwan, Ashima Arts.
  80. // Maintainer : ijm
  81. // Lastmod : 20110409 (stegu)
  82. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  83. // Distributed under the MIT License. See LICENSE file.
  84. //
  85. uniform float time;
  86. varying vec2 vUv;
  87. vec4 permute( vec4 x ) {
  88. return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
  89. }
  90. vec4 taylorInvSqrt( vec4 r ) {
  91. return 1.79284291400159 - 0.85373472095314 * r;
  92. }
  93. float snoise( vec3 v ) {
  94. const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
  95. const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
  96. // First corner
  97. vec3 i = floor( v + dot( v, C.yyy ) );
  98. vec3 x0 = v - i + dot( i, C.xxx );
  99. // Other corners
  100. vec3 g = step( x0.yzx, x0.xyz );
  101. vec3 l = 1.0 - g;
  102. vec3 i1 = min( g.xyz, l.zxy );
  103. vec3 i2 = max( g.xyz, l.zxy );
  104. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  105. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  106. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  107. // Permutations
  108. i = mod( i, 289.0 );
  109. vec4 p = permute( permute( permute(
  110. i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
  111. + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
  112. + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
  113. // Gradients
  114. // ( N*N points uniformly over a square, mapped onto an octahedron.)
  115. float n_ = 1.0 / 7.0; // N=7
  116. vec3 ns = n_ * D.wyz - D.xzx;
  117. vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
  118. vec4 x_ = floor( j * ns.z );
  119. vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
  120. vec4 x = x_ *ns.x + ns.yyyy;
  121. vec4 y = y_ *ns.x + ns.yyyy;
  122. vec4 h = 1.0 - abs( x ) - abs( y );
  123. vec4 b0 = vec4( x.xy, y.xy );
  124. vec4 b1 = vec4( x.zw, y.zw );
  125. vec4 s0 = floor( b0 ) * 2.0 + 1.0;
  126. vec4 s1 = floor( b1 ) * 2.0 + 1.0;
  127. vec4 sh = -step( h, vec4( 0.0 ) );
  128. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  129. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  130. vec3 p0 = vec3( a0.xy, h.x );
  131. vec3 p1 = vec3( a0.zw, h.y );
  132. vec3 p2 = vec3( a1.xy, h.z );
  133. vec3 p3 = vec3( a1.zw, h.w );
  134. // Normalise gradients
  135. vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
  136. p0 *= norm.x;
  137. p1 *= norm.y;
  138. p2 *= norm.z;
  139. p3 *= norm.w;
  140. // Mix final noise value
  141. vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
  142. m = m * m;
  143. return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
  144. dot( p2, x2 ), dot( p3, x3 ) ) );
  145. }
  146. float surface3( vec3 coord ) {
  147. float n = 0.0;
  148. n += 1.0 * abs( snoise( coord ) );
  149. n += 0.5 * abs( snoise( coord * 2.0 ) );
  150. n += 0.25 * abs( snoise( coord * 4.0 ) );
  151. n += 0.125 * abs( snoise( coord * 8.0 ) );
  152. return n;
  153. }
  154. void main( void ) {
  155. vec3 coord = vec3( vUv, -time );
  156. float n = surface3( coord );
  157. gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
  158. }
  159. </script>
  160. <script id="vertexShader" type="x-shader/x-vertex">
  161. varying vec2 vUv;
  162. uniform vec2 scale;
  163. uniform vec2 offset;
  164. void main( void ) {
  165. vUv = uv * scale + offset;
  166. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  167. }
  168. </script>
  169. <script>
  170. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  171. var MARGIN = 100;
  172. var SCREEN_WIDTH = window.innerWidth;
  173. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  174. var renderer, container, stats;
  175. var camera, scene;
  176. var cameraOrtho, sceneRenderTarget;
  177. var uniformsNoise, uniformsNormal,
  178. heightMap, normalMap,
  179. quadTarget;
  180. var directionalLight, pointLight;
  181. var terrain;
  182. var textureCounter = 0;
  183. var animDelta = 0, animDeltaDir = -1;
  184. var lightVal = 0, lightDir = 1;
  185. var soundVal = 0, oldSoundVal = 0, soundDir = 1;
  186. var clock = new THREE.Clock();
  187. var morph, morphs = [];
  188. var updateNoise = true;
  189. var animateTerrain = false;
  190. var textMesh1;
  191. var mlib = {};
  192. init();
  193. animate();
  194. function init() {
  195. container = document.getElementById( 'container' );
  196. soundtrack = document.getElementById( "soundtrack" );
  197. // SCENE (RENDER TARGET)
  198. sceneRenderTarget = new THREE.Scene();
  199. cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
  200. cameraOrtho.position.z = 100;
  201. sceneRenderTarget.add( cameraOrtho );
  202. // CAMERA
  203. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
  204. camera.position.set( -1200, 800, 1200 );
  205. controls = new THREE.TrackballControls( camera );
  206. controls.target.set( 0, 0, 0 );
  207. controls.rotateSpeed = 1.0;
  208. controls.zoomSpeed = 1.2;
  209. controls.panSpeed = 0.8;
  210. controls.noZoom = false;
  211. controls.noPan = false;
  212. controls.staticMoving = false;
  213. controls.dynamicDampingFactor = 0.15;
  214. controls.keys = [ 65, 83, 68 ];
  215. // SCENE (FINAL)
  216. scene = new THREE.Scene();
  217. scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
  218. scene.fog.color.setHSV( 0.102, 0.9, 0.825 );
  219. // LIGHTS
  220. scene.add( new THREE.AmbientLight( 0x111111 ) );
  221. directionalLight = new THREE.DirectionalLight( 0xffffff, 1.15 );
  222. directionalLight.position.set( 500, 2000, 0 );
  223. scene.add( directionalLight );
  224. pointLight = new THREE.PointLight( 0xff4400, 1.5 );
  225. pointLight.position.set( 0, 0, 0 );
  226. scene.add( pointLight );
  227. // HEIGHT + NORMAL MAPS
  228. var normalShader = THREE.NormalMapShader;
  229. var rx = 256, ry = 256;
  230. var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  231. heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  232. normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
  233. uniformsNoise = {
  234. time: { type: "f", value: 1.0 },
  235. scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
  236. offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
  237. };
  238. uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms );
  239. uniformsNormal.height.value = 0.05;
  240. uniformsNormal.resolution.value.set( rx, ry );
  241. uniformsNormal.heightMap.value = heightMap;
  242. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  243. // TEXTURES
  244. var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
  245. var diffuseTexture1 = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, function () {
  246. loadTextures();
  247. applyShader( THREE.LuminosityShader, diffuseTexture1, specularMap );
  248. } );
  249. var diffuseTexture2 = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures );
  250. var detailTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures );
  251. diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping;
  252. diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping;
  253. detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping;
  254. specularMap.wrapS = specularMap.wrapT = THREE.RepeatWrapping;
  255. // TERRAIN SHADER
  256. var terrainShader = THREE.ShaderTerrain[ "terrain" ];
  257. uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms );
  258. uniformsTerrain[ "tNormal" ].value = normalMap;
  259. uniformsTerrain[ "uNormalScale" ].value = 3.5;
  260. uniformsTerrain[ "tDisplacement" ].value = heightMap;
  261. uniformsTerrain[ "tDiffuse1" ].value = diffuseTexture1;
  262. uniformsTerrain[ "tDiffuse2" ].value = diffuseTexture2;
  263. uniformsTerrain[ "tSpecular" ].value = specularMap;
  264. uniformsTerrain[ "tDetail" ].value = detailTexture;
  265. uniformsTerrain[ "enableDiffuse1" ].value = true;
  266. uniformsTerrain[ "enableDiffuse2" ].value = true;
  267. uniformsTerrain[ "enableSpecular" ].value = true;
  268. uniformsTerrain[ "uDiffuseColor" ].value.setHex( 0xffffff );
  269. uniformsTerrain[ "uSpecularColor" ].value.setHex( 0xffffff );
  270. uniformsTerrain[ "uAmbientColor" ].value.setHex( 0x111111 );
  271. uniformsTerrain[ "uShininess" ].value = 30;
  272. uniformsTerrain[ "uDisplacementScale" ].value = 375;
  273. uniformsTerrain[ "uRepeatOverlay" ].value.set( 6, 6 );
  274. var params = [
  275. [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
  276. [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
  277. [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
  278. ];
  279. for( var i = 0; i < params.length; i ++ ) {
  280. material = new THREE.ShaderMaterial( {
  281. uniforms: params[ i ][ 3 ],
  282. vertexShader: params[ i ][ 2 ],
  283. fragmentShader: params[ i ][ 1 ],
  284. lights: params[ i ][ 4 ],
  285. fog: true
  286. } );
  287. mlib[ params[ i ][ 0 ] ] = material;
  288. }
  289. var plane = new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
  290. quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
  291. quadTarget.position.z = -500;
  292. sceneRenderTarget.add( quadTarget );
  293. // TERRAIN MESH
  294. var geometryTerrain = new THREE.PlaneGeometry( 6000, 6000, 256, 256 );
  295. geometryTerrain.computeFaceNormals();
  296. geometryTerrain.computeVertexNormals();
  297. geometryTerrain.computeTangents();
  298. terrain = new THREE.Mesh( geometryTerrain, mlib[ "terrain" ] );
  299. terrain.position.set( 0, -125, 0 );
  300. terrain.rotation.x = -Math.PI / 2;
  301. terrain.visible = false;
  302. scene.add( terrain );
  303. // RENDERER
  304. renderer = new THREE.WebGLRenderer();
  305. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  306. renderer.setClearColor( scene.fog.color, 1 );
  307. renderer.domElement.style.position = "absolute";
  308. renderer.domElement.style.top = MARGIN + "px";
  309. renderer.domElement.style.left = "0px";
  310. container.appendChild( renderer.domElement );
  311. //
  312. renderer.gammaInput = true;
  313. renderer.gammaOutput = true;
  314. // STATS
  315. stats = new Stats();
  316. container.appendChild( stats.domElement );
  317. // EVENTS
  318. onWindowResize();
  319. window.addEventListener( 'resize', onWindowResize, false );
  320. document.addEventListener( 'keydown', onKeyDown, false );
  321. // COMPOSER
  322. renderer.autoClear = false;
  323. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  324. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  325. effectBloom = new THREE.BloomPass( 0.6 );
  326. var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
  327. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  328. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  329. var bluriness = 6;
  330. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  331. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  332. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  333. effectBleach.uniforms[ 'opacity' ].value = 0.65;
  334. composer = new THREE.EffectComposer( renderer, renderTarget );
  335. var renderModel = new THREE.RenderPass( scene, camera );
  336. vblur.renderToScreen = true;
  337. composer = new THREE.EffectComposer( renderer, renderTarget );
  338. composer.addPass( renderModel );
  339. composer.addPass( effectBloom );
  340. //composer.addPass( effectBleach );
  341. composer.addPass( hblur );
  342. composer.addPass( vblur );
  343. // MORPHS
  344. function addMorph( geometry, speed, duration, x, y, z ) {
  345. var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
  346. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  347. meshAnim.speed = speed;
  348. meshAnim.duration = duration;
  349. meshAnim.time = 600 * Math.random();
  350. meshAnim.position.set( x, y, z );
  351. meshAnim.rotation.y = Math.PI/2;
  352. meshAnim.castShadow = true;
  353. meshAnim.receiveShadow = false;
  354. scene.add( meshAnim );
  355. morphs.push( meshAnim );
  356. renderer.initWebGLObjects( scene );
  357. }
  358. function morphColorsToFaceColors( geometry ) {
  359. if ( geometry.morphColors && geometry.morphColors.length ) {
  360. var colorMap = geometry.morphColors[ 0 ];
  361. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  362. geometry.faces[ i ].color = colorMap.colors[ i ];
  363. }
  364. }
  365. }
  366. var loader = new THREE.JSONLoader();
  367. var startX = -3000;
  368. loader.load( "models/animated/parrot.js", function( geometry ) {
  369. morphColorsToFaceColors( geometry );
  370. addMorph( geometry, 250, 500, startX -500, 500, 700 );
  371. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, -200 );
  372. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 200 );
  373. addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 1000 );
  374. } );
  375. loader.load( "models/animated/flamingo.js", function( geometry ) {
  376. morphColorsToFaceColors( geometry );
  377. addMorph( geometry, 500, 1000, startX - Math.random() * 500, 350, 40 );
  378. } );
  379. loader.load( "models/animated/stork.js", function( geometry ) {
  380. morphColorsToFaceColors( geometry );
  381. addMorph( geometry, 350, 1000, startX - Math.random() * 500, 350, 340 );
  382. } );
  383. // PRE-INIT
  384. renderer.initWebGLObjects( scene );
  385. }
  386. //
  387. function onWindowResize( event ) {
  388. SCREEN_WIDTH = window.innerWidth;
  389. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  390. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  391. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  392. camera.updateProjectionMatrix();
  393. }
  394. //
  395. function onKeyDown ( event ) {
  396. switch( event.keyCode ) {
  397. case 78: /*N*/ lightDir *= -1; break;
  398. case 77: /*M*/ animDeltaDir *= -1; break;
  399. case 66: /*B*/ soundDir *= -1; break;
  400. }
  401. };
  402. //
  403. function applyShader( shader, texture, target ) {
  404. var shaderMaterial = new THREE.ShaderMaterial( {
  405. fragmentShader: shader.fragmentShader,
  406. vertexShader: shader.vertexShader,
  407. uniforms: THREE.UniformsUtils.clone( shader.uniforms )
  408. } );
  409. shaderMaterial.uniforms[ "tDiffuse" ].value = texture;
  410. var sceneTmp = new THREE.Scene();
  411. var meshTmp = new THREE.Mesh( new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT ), shaderMaterial );
  412. meshTmp.position.z = -500;
  413. sceneTmp.add( meshTmp );
  414. renderer.render( sceneTmp, cameraOrtho, target, true );
  415. };
  416. //
  417. function loadTextures() {
  418. textureCounter += 1;
  419. if ( textureCounter == 3 ) {
  420. terrain.visible = true;
  421. document.getElementById( "loading" ).style.display = "none";
  422. }
  423. }
  424. //
  425. function animate() {
  426. requestAnimationFrame( animate );
  427. render();
  428. stats.update();
  429. }
  430. function render() {
  431. var delta = clock.getDelta();
  432. soundVal = THREE.Math.clamp( soundVal + delta * soundDir, 0, 1 );
  433. if ( soundVal !== oldSoundVal ) {
  434. if ( soundtrack ) {
  435. soundtrack.volume = soundVal;
  436. oldSoundVal = soundVal;
  437. }
  438. }
  439. if ( terrain.visible ) {
  440. controls.update();
  441. var time = Date.now() * 0.001;
  442. var fLow = 0.4, fHigh = 0.825;
  443. lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
  444. var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
  445. var sat = THREE.Math.mapLinear( valNorm, 0, 1, 0.95, 0.25 );
  446. scene.fog.color.setHSV( 0.1, sat, lightVal );
  447. renderer.setClearColor( scene.fog.color, 1 );
  448. directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
  449. pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
  450. uniformsTerrain[ "uNormalScale" ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
  451. if ( updateNoise ) {
  452. animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
  453. uniformsNoise[ "time" ].value += delta * animDelta;
  454. uniformsNoise[ "offset" ].value.x += delta * 0.05;
  455. uniformsTerrain[ "uOffset" ].value.x = 4 * uniformsNoise[ "offset" ].value.x;
  456. quadTarget.material = mlib[ "heightmap" ];
  457. renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
  458. quadTarget.material = mlib[ "normal" ];
  459. renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
  460. //updateNoise = false;
  461. }
  462. for ( var i = 0; i < morphs.length; i ++ ) {
  463. morph = morphs[ i ];
  464. morph.updateAnimation( 1000 * delta );
  465. morph.position.x += morph.speed * delta;
  466. if ( morph.position.x > 2000 ) {
  467. morph.position.x = -1500 - Math.random() * 500;
  468. }
  469. }
  470. //renderer.render( scene, camera );
  471. composer.render( 0.1 );
  472. }
  473. }
  474. </script>
  475. </body>
  476. </html>