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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" ],
THREE.UniformsLib[ "shadowmap" ],
{
"enableDiffuse1" : { type: "i", value: 0 },
"enableDiffuse2" : { type: "i", value: 0 },
"enableSpecular" : { type: "i", value: 0 },
"enableReflection": { type: "i", value: 0 },
"tDiffuse1" : { type: "t", value: null },
"tDiffuse2" : { type: "t", value: null },
"tDetail" : { type: "t", value: null },
"tNormal" : { type: "t", value: null },
"tSpecular" : { type: "t", value: null },
"tDisplacement": { type: "t", value: null },
"uNormalScale": { type: "f", value: 1.0 },
"uDisplacementBias": { type: "f", value: 0.0 },
"uDisplacementScale": { type: "f", value: 1.0 },
"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
"shininess": { type: "f", value: 30 },
"opacity": { type: "f", value: 1 },
"uRepeatBase" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
"uRepeatOverlay" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
"uOffset" : { type: "v2", 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;",
"uniform vec3 ambientLightColor;",
"#if MAX_DIR_LIGHTS > 0",
"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
"#endif",
"#if MAX_HEMI_LIGHTS > 0",
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
"#endif",
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
"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.xyz = inputToLinear( colDiffuse1.xyz );",
"colDiffuse2.xyz = inputToLinear( colDiffuse2.xyz );",
"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 MAX_POINT_LIGHTS > 0",
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 lVector = pointLightPosition[ i ] + vViewPosition.xyz;",
"float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
"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 * pointLightColor[ i ] * pointDiffuseWeight;",
"totalSpecularLight += attenuation * pointLightColor[ i ] * specular * pointSpecularWeight * pointDiffuseWeight;",
"}",
"#endif",
// directional lights
"#if MAX_DIR_LIGHTS > 0",
"vec3 dirDiffuse = vec3( 0.0 );",
"vec3 dirSpecular = vec3( 0.0 );",
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
"vec3 dirVector = directionalLightDirection[ i ];",
"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 += directionalLightColor[ i ] * dirDiffuseWeight;",
"totalSpecularLight += directionalLightColor[ i ] * specular * dirSpecularWeight * dirDiffuseWeight;",
"}",
"#endif",
// hemisphere lights
"#if MAX_HEMI_LIGHTS > 0",
"vec3 hemiDiffuse = vec3( 0.0 );",
"vec3 hemiSpecular = vec3( 0.0 );",
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec3 lVector = hemisphereLightDirection[ i ];",
// diffuse
"float dotProduct = dot( normal, lVector );",
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
"totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], 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( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
"}",
"#endif",
"outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].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" ],
"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" ],
"}"
].join( "\n" )
}
};