提交 85273858 编写于 作者: A alteredq

Added dynamic terrain example.

上级 45707694
/**
* @author alteredq / http://alteredqualia.com/
*
*/
THREE.ShaderTerrain = {
/* -------------------------------------------------------------------------
// Dynamic terrain shader
// - Blinn-Phong
// - height + normal + diffuse1 + diffuse2 + specular + detail maps
// - point and directional lights (use with "lights: true" material option)
------------------------------------------------------------------------- */
'terrain' : {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "lights" ],
{
"enableDiffuse1" : { type: "i", value: 0 },
"enableDiffuse2" : { type: "i", value: 0 },
"enableSpecular" : { type: "i", value: 0 },
"enableReflection": { type: "i", value: 0 },
"tDiffuse1" : { type: "t", value: 0, texture: null },
"tDiffuse2" : { type: "t", value: 1, texture: null },
"tDetail" : { type: "t", value: 2, texture: null },
"tNormal" : { type: "t", value: 3, texture: null },
"tSpecular" : { type: "t", value: 4, texture: null },
"tDisplacement": { type: "t", value: 5, texture: 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_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[ "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 * pow( pointDotNormalHalf, uShininess );",
"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( lDirection.xyz + viewPosition );",
"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
"float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
"}",
"#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_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[ "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;",
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vViewPosition = -mvPosition.xyz;",
"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;",
"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
"gl_Position = projectionMatrix * displacedPosition;",
"#else",
"gl_Position = projectionMatrix * mvPosition;",
"#endif",
"vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
"vNormal = normalMatrix * normalTex;",
"}"
].join("\n")
}
};
此差异已折叠。
此差异已折叠。
此差异已折叠。
Textures from http://opengameart.org/
http://opengameart.org/content/dark-grass
http://opengameart.org/content/backgrounds-topdown-games
Slightly modified to have more GPU friendly sizes.
Licensed under a Creative Commons Attribution 3.0 Unported License:
http://creativecommons.org/licenses/by/3.0/
\ No newline at end of file
此差异已折叠。
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册