/** * @author alteredq / http://alteredqualia.com/ * */ import { Color, ShaderChunk, UniformsLib, UniformsUtils, Vector2 } from "../../../build/three.module.js"; var TerrainShader = { /* ------------------------------------------------------------------------- // 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 ------------------------------------------------------------------------- */ uniforms: UniformsUtils.merge( [ UniformsLib[ "fog" ], 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 Color( 0xeeeeee ) }, "specular": { value: new Color( 0x111111 ) }, "shininess": { value: 30 }, "opacity": { value: 1 }, "uRepeatBase": { value: new Vector2( 1, 1 ) }, "uRepeatOverlay": { value: new Vector2( 1, 1 ) }, "uOffset": { value: new 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;", ShaderChunk[ "common" ], ShaderChunk[ "bsdfs" ], ShaderChunk[ "lights_pars_begin" ], ShaderChunk[ "shadowmap_pars_fragment" ], 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 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;", ShaderChunk[ "shadowmap_pars_vertex" ], 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;", ShaderChunk[ "shadowmap_vertex" ], ShaderChunk[ "fog_vertex" ], "}" ].join( "\n" ) }; export { TerrainShader };