mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
344 lines
9.8 KiB
JavaScript
Executable File
344 lines
9.8 KiB
JavaScript
Executable File
/**
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* @author alteredq / http://alteredqualia.com/
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*
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*/
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THREE.ShaderTerrain = {
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/* -------------------------------------------------------------------------
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// Dynamic terrain shader
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// - Blinn-Phong
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// - height + normal + diffuse1 + diffuse2 + specular + detail maps
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// - point, directional and hemisphere lights (use with "lights: true" material option)
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// - shadow maps receiving
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------------------------------------------------------------------------- */
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'terrain' : {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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{
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"enableDiffuse1" : { type: "i", value: 0 },
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"enableDiffuse2" : { type: "i", value: 0 },
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"enableSpecular" : { type: "i", value: 0 },
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"enableReflection": { type: "i", value: 0 },
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"tDiffuse1" : { type: "t", value: null },
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"tDiffuse2" : { type: "t", value: null },
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"tDetail" : { type: "t", value: null },
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"tNormal" : { type: "t", value: null },
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"tSpecular" : { type: "t", value: null },
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"tDisplacement": { type: "t", value: null },
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"uNormalScale": { type: "f", value: 1.0 },
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"uDisplacementBias": { type: "f", value: 0.0 },
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"uDisplacementScale": { type: "f", value: 1.0 },
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"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
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"shininess": { type: "f", value: 30 },
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"opacity": { type: "f", value: 1 },
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"uRepeatBase" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"uRepeatOverlay" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }
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}
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] ),
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fragmentShader: [
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"uniform vec3 diffuse;",
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"uniform vec3 specular;",
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"uniform float shininess;",
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"uniform float opacity;",
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"uniform bool enableDiffuse1;",
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"uniform bool enableDiffuse2;",
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"uniform bool enableSpecular;",
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"uniform sampler2D tDiffuse1;",
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"uniform sampler2D tDiffuse2;",
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"uniform sampler2D tDetail;",
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"uniform sampler2D tNormal;",
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"uniform sampler2D tSpecular;",
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"uniform sampler2D tDisplacement;",
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"uniform float uNormalScale;",
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"uniform vec2 uRepeatOverlay;",
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"uniform vec2 uRepeatBase;",
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"uniform vec2 uOffset;",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"uniform vec3 ambientLightColor;",
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"#if MAX_DIR_LIGHTS > 0",
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"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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"#endif",
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"#if MAX_HEMI_LIGHTS > 0",
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"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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"void main() {",
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"vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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"vec4 diffuseColor = vec4( diffuse, opacity );",
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"vec3 specularTex = vec3( 1.0 );",
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"vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
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"vec2 uvBase = uRepeatBase * vUv;",
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"vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
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"normalTex.xy *= uNormalScale;",
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"normalTex = normalize( normalTex );",
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"if( enableDiffuse1 && enableDiffuse2 ) {",
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"vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
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"vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
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"colDiffuse1.xyz = inputToLinear( colDiffuse1.xyz );",
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"colDiffuse2.xyz = inputToLinear( colDiffuse2.xyz );",
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"diffuseColor *= mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
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" } else if( enableDiffuse1 ) {",
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"diffuseColor *= texture2D( tDiffuse1, uvOverlay );",
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"} else if( enableDiffuse2 ) {",
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"diffuseColor *= texture2D( tDiffuse2, uvOverlay );",
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"}",
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"if( enableSpecular )",
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"specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
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"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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"vec3 finalNormal = tsb * normalTex;",
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"vec3 normal = normalize( finalNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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"vec3 totalDiffuseLight = vec3( 0.0 );",
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"vec3 totalSpecularLight = vec3( 0.0 );",
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// point lights
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"#if MAX_POINT_LIGHTS > 0",
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"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
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"float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
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"lVector = normalize( lVector );",
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"vec3 pointHalfVector = normalize( lVector + viewPosition );",
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"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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"float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
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"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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"totalDiffuseLight += attenuation * pointLightColor[ i ] * pointDiffuseWeight;",
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"totalSpecularLight += attenuation * pointLightColor[ i ] * specular * pointSpecularWeight * pointDiffuseWeight;",
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"}",
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"#endif",
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// directional lights
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"#if MAX_DIR_LIGHTS > 0",
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"vec3 dirDiffuse = vec3( 0.0 );",
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"vec3 dirSpecular = vec3( 0.0 );",
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"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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"vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );",
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"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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"totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
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"totalSpecularLight += directionalLightColor[ i ] * specular * dirSpecularWeight * dirDiffuseWeight;",
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"}",
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"#endif",
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// hemisphere lights
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"#if MAX_HEMI_LIGHTS > 0",
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"vec3 hemiDiffuse = vec3( 0.0 );",
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"vec3 hemiSpecular = vec3( 0.0 );",
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"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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"vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );",
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// diffuse
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"float dotProduct = dot( normal, lVector );",
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"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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"totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
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// specular (sky light)
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"float hemiSpecularWeight = 0.0;",
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"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
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"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
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"hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
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// specular (ground light)
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"vec3 lVectorGround = -lVector;",
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"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
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"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
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"hemiSpecularWeight += specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
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"totalSpecularLight += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight;",
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"}",
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"#endif",
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"outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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"gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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"}"
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].join("\n"),
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vertexShader: [
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"attribute vec4 tangent;",
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"uniform vec2 uRepeatBase;",
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"uniform sampler2D tNormal;",
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"#ifdef VERTEX_TEXTURES",
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"uniform sampler2D tDisplacement;",
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"uniform float uDisplacementScale;",
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"uniform float uDisplacementBias;",
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"#endif",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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"void main() {",
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"vNormal = normalize( normalMatrix * normal );",
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// tangent and binormal vectors
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"vTangent = normalize( normalMatrix * tangent.xyz );",
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"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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"vBinormal = normalize( vBinormal );",
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// texture coordinates
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"vUv = uv;",
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"vec2 uvBase = uv * uRepeatBase;",
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// displacement mapping
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"#ifdef VERTEX_TEXTURES",
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"vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
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"float df = uDisplacementScale * dv.x + uDisplacementBias;",
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"vec3 displacedPosition = normal * df + position;",
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"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
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"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
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"#else",
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"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"#endif",
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"gl_Position = projectionMatrix * mvPosition;",
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"vViewPosition = -mvPosition.xyz;",
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"vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
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"vNormal = normalMatrix * normalTex;",
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THREE.ShaderChunk[ "shadowmap_vertex" ],
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"}"
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].join("\n")
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}
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};
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