const island_vertecies = ` #include #include varying vec3 vNormal; varying vec3 vViewDir; varying vec2 vUv; varying vec3 FragPos; void main() { vUv = uv; #include #include #include #include #include vec4 modelPosition = modelMatrix * vec4(position, 1.0); vec4 viewPosition = viewMatrix * modelPosition; vec4 clipPosition = projectionMatrix * viewPosition; vNormal = normalize(normal); // vNormal = normalize(normalMatrix * normal); vViewDir = normalize(-viewPosition.xyz); FragPos = vec3(modelMatrix * vec4(position, 1.0)); gl_Position = clipPosition; } `; const island_fragments = ` #include #include #include #include #include uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform float intensity; uniform float pointLightsPosX; uniform float pointLightsPosY; uniform float pointLightsPosZ; varying vec3 vNormal; varying vec3 FragPos; varying vec2 vUv; void main() { vec3 pointLightsPos = vec3(9.0, 10.0, -16.0); vec3 pointLightsColor = pointLights[0].color; vec4 t1 = texture2D( texture1, vUv ); vec4 t2 = texture2D( texture2, vUv ); vec4 t3 = texture2D( texture3, vUv ); vec4 interrim = mix( t1, t2, t2.a ); vec4 interrim2 = mix( interrim, t3, t3.a ); // vec3 lightDir = normalize(pointLightsPos - FragPos); vec3 lightDir = normalize(pointLightsPos); float diff = max(dot(vNormal, -lightDir), 0.0); vec3 diffuse = diff * pointLightsColor * interrim2.rgb; vec3 result = ( (ambientLightColor + diffuse) / 14.0); vec4 color = vec4(result, 1.0); gl_FragColor = vec4(color); } `; const palm_vertecies = ` #define STANDARD uniform float uTime; varying vec3 vViewPosition; #ifdef USE_TRANSMISSION varying vec3 vWorldPosition; #endif #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vViewPosition = - mvPosition.xyz; #include #include #include vUv = uv; vec3 delta = normal * sin(position.x * position.y * uTime * 0.0001) * 10.0; vec3 newPosition = position + delta; gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); #ifdef USE_TRANSMISSION vWorldPosition = worldPosition.xyz; #endif }`; const palm_fragments = ` #define STANDARD #ifdef PHYSICAL #define IOR #define SPECULAR #endif uniform vec3 diffuse; uniform vec3 emissive; uniform float roughness; uniform float metalness; uniform float opacity; #ifdef IOR uniform float ior; #endif #ifdef SPECULAR uniform float specularIntensity; uniform vec3 specularColor; #ifdef USE_SPECULARINTENSITYMAP uniform sampler2D specularIntensityMap; #endif #ifdef USE_SPECULARCOLORMAP uniform sampler2D specularColorMap; #endif #endif #ifdef USE_CLEARCOAT uniform float clearcoat; uniform float clearcoatRoughness; #endif #ifdef USE_IRIDESCENCE uniform float iridescence; uniform float iridescenceIOR; uniform float iridescenceThicknessMinimum; uniform float iridescenceThicknessMaximum; #endif #ifdef USE_SHEEN uniform vec3 sheenColor; uniform float sheenRoughness; #ifdef USE_SHEENCOLORMAP uniform sampler2D sheenColorMap; #endif #ifdef USE_SHEENROUGHNESSMAP uniform sampler2D sheenRoughnessMap; #endif #endif varying vec3 vViewPosition; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse; vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular; #include vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance; #ifdef USE_SHEEN float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor ); outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular; #endif #ifdef USE_CLEARCOAT float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) ); vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc ); outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat; #endif #include #include #include #include #include #include } `; const particle_vertecies = ` attribute float rots; varying float vRots; varying vec3 pos; varying vec2 vUv; uniform float time; attribute float size; uniform float scale; #include #include #include #include #include #include vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } void main() { #include #include #include #include #include gl_PointSize = size; pos = position; float noiseFreq = 3.5; float noiseAmp = 0.15; vec3 noisePos = vec3(pos.x * noiseFreq + ${Math.random() * 0.5 + 0.1}, pos.y, pos.z); gl_Position.x += snoise(noisePos) * noiseAmp * 10.0; gl_Position.y += snoise(noisePos) * noiseAmp * 1.0; #ifdef USE_SIZEATTENUATION bool isPerspective = isPerspectiveMatrix( projectionMatrix ); if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); #endif #include #include #include #include vRots = rots; } `; const particle_fragments = ` varying float vRots; uniform sampler2D tDiffuse; varying vec2 vUv; uniform vec3 diffuse; uniform float opacity; varying vec3 pos; #include #include #include #include #include #include #include // float rand(vec2 co) // { // float a = 12.9898; // float b = 78.233; // float c = 43758.5453; // float dt= dot(co.xy ,vec2(a,b)); // float sn= mod(dt,3.14); // return fract(sin(sn) * c); // } void main() { #include vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vec4( diffuse, opacity ); if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard; // outgoingLight = diffuseColor.rgb + sin(rand(vec2( time, time) ) ); // gl_FragColor.a = 0.1; // gl_FragColor = texture2D(tDiffuse, vUv); // gl_FragColor.r = 256.0; // gl_FragColor.g = 256.0; // gl_FragColor = diffuseColor; #include #include #include #include outgoingLight = diffuseColor.rgb + rand(vec2( pos.x, pos.y) ) ; #include #include #include #include #include } `