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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_begin" ], | |
| 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" ) | |
| } | |
| }; | |