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- /**
- * @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" )
- }
- };
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