@babylonjs/materials
Version:
Babylon.js Materials Library =====================
160 lines • 7.14 kB
JavaScript
// Do not edit.
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
const name = "waterPixelShader";
const shader = `
precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
uniform vec4 vSpecularColor;
varying vec3 vPositionW;
varying vec3 vNormalW;
varying vec4 vColor;
varying vec2 vNormalUV;
varying vec2 vNormalUV2;
uniform sampler2D normalSampler;uniform vec2 vNormalInfos;
uniform sampler2D refractionSampler;uniform sampler2D reflectionSampler;const float LOG2=1.442695;uniform vec3 cameraPosition;uniform vec4 waterColor;uniform float colorBlendFactor;uniform vec4 waterColor2;uniform float colorBlendFactor2;uniform float bumpHeight;uniform float time;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;
void main(void) {
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
baseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));
baseColor=texture2D(normalSampler,vNormalUV);
vec3 bumpColor=baseColor.rgb;
if (baseColor.a<0.4)
discard;
baseColor.rgb*=vNormalInfos.y;
vec3 bumpColor=vec3(1.0);
baseColor.rgb*=vColor.rgb;
vec2 perturbation=bumpHeight*(baseColor.rg-0.5);
vec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}
vec3 normalW=normalize(vNormalW);
vec3 normalW=vec3(1.0,1.0,1.0);vec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);
vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);
refractiveColor.rgb=toGammaSpace(refractiveColor.rgb);
vec2 projectedReflectionTexCoords=clamp(vec2(
vReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,
vReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y
),0.0,1.0);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);
reflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);
vec3 upVector=vec3(0.0,1.0,0.0);float fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);float IfresnelTerm=1.0-fresnelTerm;refractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;
vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;
float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
float glossiness=0.;
vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
alpha*=vColor.a;
vec3 finalSpecular=specularBase*specularColor;
vec3 finalSpecular=vec3(0.0);
vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);
refractiveColor.rgb=toGammaSpace(refractiveColor.rgb);
vec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);
reflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);
vec3 upVector=vec3(0.0,1.0,0.0);float fresnelTerm=max(dot(viewDirectionW,upVector),0.0);vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;
vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;
float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
float glossiness=0.;
vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
alpha*=vColor.a;
vec3 finalSpecular=specularBase*specularColor;
vec3 finalSpecular=vec3(0.0);
vec4 color=vec4(finalDiffuse+finalSpecular,alpha);
color.rgb=toLinearSpace(color.rgb);
color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
gl_FragColor=color;
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const waterPixelShader = { name, shader };
//# sourceMappingURL=water.fragment.js.map