topical media & game development
mobile-query-three-vendor-three-r53.js-ShaderTerrain.js / js
author: alteredq / 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 },
"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uShininess": { type: "f", value: 30 },
"uOpacity": { 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 uAmbientColor;",
"uniform vec3 uDiffuseColor;",
"uniform vec3 uSpecularColor;",
"uniform float uShininess;",
"uniform float uOpacity;",
"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 ];",
"#endif",
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
"void main() {",
"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
"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 );",
"#ifdef GAMMA_INPUT",
"colDiffuse1.xyz *= colDiffuse1.xyz;",
"colDiffuse2.xyz *= colDiffuse2.xyz;",
"#endif",
"gl_FragColor = gl_FragColor * mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
" } else if( enableDiffuse1 ) {",
"gl_FragColor = gl_FragColor * texture2D( tDiffuse1, uvOverlay );",
"} else if( enableDiffuse2 ) {",
"gl_FragColor = gl_FragColor * 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 );",
// point lights
"#if MAX_POINT_LIGHTS > 0",
"vec3 pointDiffuse = vec3( 0.0 );",
"vec3 pointSpecular = vec3( 0.0 );",
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
"float lDistance = 1.0;",
"if ( pointLightDistance[ i ] > 0.0 )",
"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
"lVector = normalize( lVector );",
"vec3 pointHalfVector = normalize( lVector + viewPosition );",
"float pointDistance = lDistance;",
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
"float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * 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++ ) {",
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
"vec3 dirVector = normalize( lDirection.xyz );",
"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, uShininess ), 0.0 );",
"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
"dirSpecular += directionalLightColor[ i ] * uSpecularColor * 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 ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
"float dotProduct = dot( normal, lVector );",
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
"hemiDiffuse += uDiffuseColor * 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, uShininess ), 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, uShininess ), 0.0 );",
"hemiSpecular += uSpecularColor * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
"}",
"#endif",
// all lights contribution summation
"vec3 totalDiffuse = vec3( 0.0 );",
"vec3 totalSpecular = vec3( 0.0 );",
"#if MAX_DIR_LIGHTS > 0",
"totalDiffuse += dirDiffuse;",
"totalSpecular += dirSpecular;",
"#endif",
"#if MAX_HEMI_LIGHTS > 0",
"totalDiffuse += hemiDiffuse;",
"totalSpecular += hemiSpecular;",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
"totalDiffuse += pointDiffuse;",
"totalSpecular += pointSpecular;",
"#endif",
//"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;",
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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" ],
"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")
}
};
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.