-
Notifications
You must be signed in to change notification settings - Fork 0
/
index.js
330 lines (206 loc) · 8.63 KB
/
index.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
/**
* @author alteredq / http://alteredqualia.com/
*
*/
var THREE = require('three');
function ShaderTerrain() {
var ShaderChunk = THREE.ShaderChunk;
return {
/* -------------------------------------------------------------------------
// 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' ],
{
enableDiffuse1: { value: 0 },
enableDiffuse2: { value: 0 },
enableSpecular: { value: 0 },
enableReflection: { value: 0 },
tDiffuse1: { value: null },
tDiffuse2: { value: null },
tDetail: { value: null },
tNormal: { value: null },
tSpecular: { value: null },
tDisplacement: { value: null },
uNormalScale: { value: 1.0 },
uDisplacementBias: { value: 0.0 },
uDisplacementScale: { value: 1.0 },
diffuse: { value: new THREE.Color( 0xeeeeee ) },
specular: { value: new THREE.Color( 0x111111 ) },
shininess: { value: 30 },
opacity: { value: 1 },
uRepeatBase: { value: new THREE.Vector2( 1, 1 ) },
uRepeatOverlay: { value: new THREE.Vector2( 1, 1 ) },
uOffset: { value: new THREE.Vector2( 0, 0 ) }
}
] ),
fragmentShader: `
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;
varying vec3 vViewPosition;
${ShaderChunk[ 'common' ]}
${ShaderChunk[ 'bsdfs' ]}
${ShaderChunk[ 'lights_pars' ]}
${ShaderChunk[ 'shadowmap_pars_fragment' ]}
${ShaderChunk[ 'fog_pars_fragment' ]}
float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
if ( decayExponent > 0.0 ) {
return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );
}
return 1.0;
}
void main() {
vec3 outgoingLight = vec3( 0.0 ); // outgoing light does not have an alpha, the surface does
vec4 diffuseColor = vec4( diffuse, 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 );
colDiffuse1 = GammaToLinear( colDiffuse1, float( GAMMA_FACTOR ) );
colDiffuse2 = GammaToLinear( colDiffuse2, float( GAMMA_FACTOR ) );
diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );
} else if( enableDiffuse1 ) {
diffuseColor *= texture2D( tDiffuse1, uvOverlay );
} else if( enableDiffuse2 ) {
diffuseColor *= 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 );
vec3 totalDiffuseLight = vec3( 0.0 );
vec3 totalSpecularLight = vec3( 0.0 );
// point lights
#if NUM_POINT_LIGHTS > 0
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;
float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );
lVector = normalize( lVector );
vec3 pointHalfVector = normalize( lVector + viewPosition );
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 );
totalDiffuseLight += attenuation * pointLights[ i ].color * pointDiffuseWeight;
totalSpecularLight += attenuation * pointLights[ i ].color * specular * pointSpecularWeight * pointDiffuseWeight;
}
#endif
// directional lights
#if NUM_DIR_LIGHTS > 0
vec3 dirDiffuse = vec3( 0.0 );
vec3 dirSpecular = vec3( 0.0 );
for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {
vec3 dirVector = directionalLights[ i ].direction;
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 );
totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;
totalSpecularLight += directionalLights[ i ].color * specular * dirSpecularWeight * dirDiffuseWeight;
}
#endif
// hemisphere lights
#if NUM_HEMI_LIGHTS > 0
vec3 hemiDiffuse = vec3( 0.0 );
vec3 hemiSpecular = vec3( 0.0 );
for( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
vec3 lVector = hemisphereLightDirection[ i ];
// diffuse
float dotProduct = dot( normal, lVector );
float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
totalDiffuseLight += mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, 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 );
totalSpecularLight += specular * mix( hemisphereLights[ i ].groundColor, hemisphereLights[ i ].skyColor, hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;
}
#endif
outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );
gl_FragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
${ShaderChunk['fog_fragment']}
}
`,
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;
${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;
${ShaderChunk['shadowmap_vertex']}
}
`
}
}
};
module.exports = ShaderTerrain;