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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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e0881864
编写于
8月 24, 2012
作者:
A
alteredq
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Added handling of HemisphereLight and shadow maps to terrain shader.
上级
4b08ee59
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
79 addition
and
8 deletion
+79
-8
examples/js/ShaderTerrain.js
examples/js/ShaderTerrain.js
+79
-8
未找到文件。
examples/js/ShaderTerrain.js
浏览文件 @
e0881864
...
...
@@ -9,7 +9,8 @@ THREE.ShaderTerrain = {
// Dynamic terrain shader
// - Blinn-Phong
// - height + normal + diffuse1 + diffuse2 + specular + detail maps
// - point and directional lights (use with "lights: true" material option)
// - point, directional and hemisphere lights (use with "lights: true" material option)
// - shadow maps receiving
------------------------------------------------------------------------- */
'
terrain
'
:
{
...
...
@@ -18,6 +19,7 @@ THREE.ShaderTerrain = {
THREE
.
UniformsLib
[
"
fog
"
],
THREE
.
UniformsLib
[
"
lights
"
],
THREE
.
UniformsLib
[
"
shadowmap
"
],
{
...
...
@@ -87,18 +89,31 @@ THREE.ShaderTerrain = {
"
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 hemisphereLightPosition[ 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() {
"
,
...
...
@@ -206,6 +221,47 @@ THREE.ShaderTerrain = {
"
#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 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );
"
,
"
vec3 lVector = normalize( lPosition.xyz + vViewPosition.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 = normalize( -lPosition.xyz + vViewPosition.xyz );
"
,
"
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 );
"
,
...
...
@@ -218,6 +274,13 @@ THREE.ShaderTerrain = {
"
#endif
"
,
"
#if MAX_HEMI_LIGHTS > 0
"
,
"
totalDiffuse += hemiDiffuse;
"
,
"
totalSpecular += hemiSpecular;
"
,
"
#endif
"
,
"
#if MAX_POINT_LIGHTS > 0
"
,
"
totalDiffuse += pointDiffuse;
"
,
...
...
@@ -228,6 +291,7 @@ THREE.ShaderTerrain = {
//"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
"
],
...
...
@@ -258,11 +322,9 @@ THREE.ShaderTerrain = {
"
varying vec3 vViewPosition;
"
,
"
void main() {
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
"
,
THREE
.
ShaderChunk
[
"
shadowmap_pars_vertex
"
],
"
vViewPosition = -mvPosition.xyz;
"
,
"
void main() {
"
,
"
vNormal = normalize( normalMatrix * normal );
"
,
...
...
@@ -285,18 +347,27 @@ THREE.ShaderTerrain = {
"
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;
"
,
"
vec3 displacedPosition = normal * df + position;
"
,
"
vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );
"
,
"
vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );
"
,
"
#else
"
,
"
gl_Position = projectionMatrix * mvPosition;
"
,
"
vec4 mPosition = 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
"
)
...
...
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