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WaterShader.js
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/**
* @author jbouny / https://github.com/jbouny
*
* Work based on :
* @author Slayvin / http://slayvin.net : Flat mirror for three.js
* @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
* @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
*/
THREE.ShaderLib[ 'water' ] = {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "fog" ], {
"normalSampler": { type: "t", value: null },
"mirrorSampler": { type: "t", value: null },
"alpha": { type: "f", value: 1.0 },
"time": { type: "f", value: 0.0 },
"distortionScale": { type: "f", value: 20.0 },
"noiseScale": { type: "f", value: 1.0 },
"textureMatrix" : { type: "m4", value: new THREE.Matrix4() },
"sunColor": { type: "c", value: new THREE.Color(0x7F7F7F) },
"sunDirection": { type: "v3", value: new THREE.Vector3(0.70707, 0.70707, 0) },
"eye": { type: "v3", value: new THREE.Vector3(0, 0, 0) },
"waterColor": { type: "c", value: new THREE.Color(0x555555) }
}
] ),
vertexShader: [
'uniform mat4 textureMatrix;',
'uniform float time;',
'varying vec4 mirrorCoord;',
'varying vec3 worldPosition;',
'void main()',
'{',
' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
' worldPosition = mirrorCoord.xyz;',
' mirrorCoord = textureMatrix * mirrorCoord;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'precision highp float;',
'uniform sampler2D mirrorSampler;',
'uniform float alpha;',
'uniform float time;',
'uniform float distortionScale;',
'uniform sampler2D normalSampler;',
'uniform vec3 sunColor;',
'uniform vec3 sunDirection;',
'uniform vec3 eye;',
'uniform vec3 waterColor;',
'varying vec4 mirrorCoord;',
'varying vec3 worldPosition;',
'vec4 getNoise( vec2 uv )',
'{',
' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
' vec4 noise = ( texture2D( normalSampler, uv0 ) ) +',
' ( texture2D( normalSampler, uv1 ) ) +',
' ( texture2D( normalSampler, uv2 ) ) +',
' ( texture2D( normalSampler, uv3 ) );',
' return noise * 0.5 - 1.0;',
'}',
'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor )',
'{',
' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
' specularColor += pow( direction, shiny ) * sunColor * spec;',
' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
'}',
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
'void main()',
'{',
' vec4 noise = getNoise( worldPosition.xz );',
' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
' vec3 diffuseLight = vec3(0.0);',
' vec3 specularLight = vec3(0.0);',
' vec3 worldToEye = eye-worldPosition;',
' vec3 eyeDirection = normalize( worldToEye );',
' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
' float distance = length(worldToEye);',
' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.z + distortion ) );',
' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
' float rf0 = 0.3;',
' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
' vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
' vec3 outgoingLight = albedo;',
THREE.ShaderChunk[ "fog_fragment" ],
' gl_FragColor = vec4( outgoingLight, alpha );',
'}'
].join( '\n' )
};
THREE.Water = function ( renderer, camera, scene, options ) {
THREE.Object3D.call( this );
this.name = 'water_' + this.id;
function optionalParameter ( value, defaultValue ) {
return value !== undefined ? value : defaultValue;
}
options = options || {};
this.matrixNeedsUpdate = true;
var width = optionalParameter( options.textureWidth, 512 );
var height = optionalParameter( options.textureHeight, 512 );
this.clipBias = optionalParameter( options.clipBias, 0.0 );
this.alpha = optionalParameter( options.alpha, 1.0 );
this.time = optionalParameter( options.time, 0.0 );
this.normalSampler = optionalParameter( options.waterNormals, null );
this.sunDirection = optionalParameter( options.sunDirection, new THREE.Vector3( 0.70707, 0.70707, 0.0 ) );
this.sunColor = new THREE.Color( optionalParameter( options.sunColor, 0xffffff ) );
this.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
this.distortionScale = optionalParameter( options.distortionScale, 20.0 );
this.side = optionalParameter(options.side, THREE.FrontSide);
this.fog = optionalParameter(options.fog, false);
this.renderer = renderer;
this.scene = scene;
this.mirrorPlane = new THREE.Plane();
this.normal = new THREE.Vector3( 0, 0, 1 );
this.mirrorWorldPosition = new THREE.Vector3();
this.cameraWorldPosition = new THREE.Vector3();
this.rotationMatrix = new THREE.Matrix4();
this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
this.clipPlane = new THREE.Vector4();
if ( camera instanceof THREE.PerspectiveCamera )
this.camera = camera;
else {
this.camera = new THREE.PerspectiveCamera();
console.log( this.name + ': camera is not a Perspective Camera!' )
}
this.textureMatrix = new THREE.Matrix4();
this.mirrorCamera = this.camera.clone();
this.texture = new THREE.WebGLRenderTarget( width, height );
this.tempTexture = new THREE.WebGLRenderTarget( width, height );
var mirrorShader = THREE.ShaderLib[ "water" ];
var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
this.material = new THREE.ShaderMaterial( {
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: mirrorUniforms,
transparent: true,
side: this.side,
fog: this.fog
} );
this.material.uniforms.mirrorSampler.value = this.texture;
this.material.uniforms.textureMatrix.value = this.textureMatrix;
this.material.uniforms.alpha.value = this.alpha;
this.material.uniforms.time.value = this.time;
this.material.uniforms.normalSampler.value = this.normalSampler;
this.material.uniforms.sunColor.value = this.sunColor;
this.material.uniforms.waterColor.value = this.waterColor;
this.material.uniforms.sunDirection.value = this.sunDirection;
this.material.uniforms.distortionScale.value = this.distortionScale;
this.material.uniforms.eye.value = this.eye;
if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
this.texture.generateMipmaps = false;
this.texture.minFilter = THREE.LinearFilter;
this.tempTexture.generateMipmaps = false;
this.tempTexture.minFilter = THREE.LinearFilter;
}
this.updateTextureMatrix();
this.render();
};
THREE.Water.prototype = Object.create( THREE.Mirror.prototype );
THREE.Water.prototype.constructor = THREE.Water;
THREE.Water.prototype.updateTextureMatrix = function () {
function sign( x ) {
return x ? x < 0 ? - 1 : 1 : 0;
}
this.updateMatrixWorld();
this.camera.updateMatrixWorld();
this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
this.cameraWorldPosition.setFromMatrixPosition( this.camera.matrixWorld );
this.rotationMatrix.extractRotation( this.matrixWorld );
this.normal.set( 0, 0, 1 );
this.normal.applyMatrix4( this.rotationMatrix );
var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
view.reflect( this.normal ).negate();
view.add( this.mirrorWorldPosition );
this.rotationMatrix.extractRotation( this.camera.matrixWorld );
this.lookAtPosition.set( 0, 0, - 1 );
this.lookAtPosition.applyMatrix4( this.rotationMatrix );
this.lookAtPosition.add( this.cameraWorldPosition );
var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
target.reflect( this.normal ).negate();
target.add( this.mirrorWorldPosition );
this.up.set( 0, - 1, 0 );
this.up.applyMatrix4( this.rotationMatrix );
this.up.reflect( this.normal ).negate();
this.mirrorCamera.position.copy( view );
this.mirrorCamera.up = this.up;
this.mirrorCamera.lookAt( target );
this.mirrorCamera.aspect = this.camera.aspect;
this.mirrorCamera.updateProjectionMatrix();
this.mirrorCamera.updateMatrixWorld();
this.mirrorCamera.matrixWorldInverse.getInverse( this.mirrorCamera.matrixWorld );
// Update the texture matrix
this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0 );
this.textureMatrix.multiply( this.mirrorCamera.projectionMatrix );
this.textureMatrix.multiply( this.mirrorCamera.matrixWorldInverse );
// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
this.mirrorPlane.applyMatrix4( this.mirrorCamera.matrixWorldInverse );
this.clipPlane.set( this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );
var q = new THREE.Vector4();
var projectionMatrix = this.mirrorCamera.projectionMatrix;
q.x = ( sign( this.clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
q.y = ( sign( this.clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
q.z = - 1.0;
q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
// Calculate the scaled plane vector
var c = new THREE.Vector4();
c = this.clipPlane.multiplyScalar( 2.0 / this.clipPlane.dot( q ) );
// Replacing the third row of the projection matrix
projectionMatrix.elements[ 2 ] = c.x;
projectionMatrix.elements[ 6 ] = c.y;
projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
projectionMatrix.elements[ 14 ] = c.w;
var worldCoordinates = new THREE.Vector3();
worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
this.eye = worldCoordinates;
this.material.uniforms.eye.value = this.eye;
};