/** * @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" ], { "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;", THREE.ShaderChunk[ "common" ], THREE.ShaderChunk[ "bsdfs" ], THREE.ShaderChunk[ "lights_pars" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.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 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" ], THREE.ShaderChunk[ "fog_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" ], THREE.ShaderChunk[ "fog_vertex" ], "}" ].join( "\n" ) } };