Update globe files

This commit is contained in:
2021-10-02 20:33:41 +02:00
parent 2dc1393dc2
commit 717d100d76
34 changed files with 97 additions and 105 deletions

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@@ -1,59 +0,0 @@
export default `
#define PI 3.34159265359
#define RECIPROCAL_PI 0.31830988618
#define saturate(a) clamp( a, 0.0, 1.0 )
precision highp float;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 vPos;
uniform sampler2D tInput;
uniform vec3 uCameraPosition;
vec3 F_Schlick_Frostbite (in vec3 f0 , in float f90 , in float u )
{
return f0 + ( f90 - f0 ) * pow (1. - u, 5.);
}
void main(void) {
vec3 N = vNormal;
vec3 outColor = vec3(0.);
vec3 diffuseColor = texture2D(tInput, vUv).rgb;//pow( texture2D(tInput, vUv).rgb, vec3(2.2) );
vec3 V = normalize(uCameraPosition - vPos);
vec3 L = normalize( vec3(20.,20.,20.) );
vec3 Ldir = normalize( L - vPos ) ;
vec3 radiance = vec3(0.);
float NdotL = max(0., dot(N,L) );
vec3 lColor = vec3(1.);
float attenuation = 1.;//calcLightAttenuation(length(L - worldPos), directLight.distance, directLight.decay);
float roughness = clamp( 1., 0.04, 1.0 );
vec3 H = normalize(L);
float LdotH = saturate ( dot (L , H ));
float NdotH = saturate ( dot (N , H ));
float energyBias = mix(0., 0.5, roughness );
float energyFactor = mix(1.0, 1.0 / 1.51, roughness );
float f90 = energyBias + 2.0 * LdotH * LdotH * roughness ;
vec3 f0 = vec3(1.0, 1.0, 1.0);
float lightScatter = F_Schlick_Frostbite ( f0 , f90 , NdotL ).r;
vec3 irradiance = NdotL * lColor;
outColor = diffuseColor * irradiance * lightScatter * energyFactor * attenuation;
vec3 ambient = vec3(192./255., 181./255., 215./255.);
// outColor.r = max(ambient.r, outColor.r);
// outColor.g = max(ambient.g, outColor.g);
// outColor.b = max(ambient.b, outColor.b);
outColor = diffuseColor * vec3(NdotL) + diffuseColor * ambient * (1.-NdotL);
gl_FragColor = vec4( outColor, 1. );
}
`

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@@ -1,6 +1,6 @@
import Program from './Program';
import vertexShader from './shaders/default-vs.glsl';
import fragmentShader from './shaders/mesh-fs.glsl';
import vertexShader from './shaders/default-vs.glsl?raw';
import fragmentShader from './shaders/mesh-fs.glsl?raw';
class Material extends Program {

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@@ -1,6 +1,6 @@
import UNIFORM_TYPE from './uniformTypes';
import defaultVertexShader from './shaders/default-vs.glsl';
import defaultFragmentShader from './shaders/default-fs.glsl';
import defaultVertexShader from './shaders/default-vs.glsl?raw';
import defaultFragmentShader from './shaders/default-fs.glsl?raw';
import uuid from './utils/uuid';
const TEXTURE_2D = 35678

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@@ -0,0 +1,53 @@
#define PI 3.34159265359
#define RECIPROCAL_PI 0.31830988618
#define saturate(a) clamp(a, 0.0, 1.0)
precision highp float;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 vPos;
uniform sampler2D tInput;
uniform vec3 uCameraPosition;
vec3 F_Schlick_Frostbite (in vec3 f0, in float f90, in float u) {
return f0 + (f90 - f0) * pow (1. - u, 5.);
}
void main (void) {
vec3 N = vNormal;
vec3 outColor = vec3(0.);
vec3 diffuseColor = texture2D(tInput, vUv).rgb; //pow(texture2D(tInput, vUv).rgb, vec3(2.2));
vec3 V = normalize(uCameraPosition - vPos);
vec3 L = normalize(vec3(20., 20., 20.));
vec3 Ldir = normalize(L - vPos);
vec3 radiance = vec3(0.);
float NdotL = max(0., dot(N, L));
vec3 lColor = vec3(1.);
float attenuation = 1.; // calcLightAttenuation(length(L - worldPos), directLight.distance, directLight.decay);
float roughness = clamp(1., 0.04, 1.0);
vec3 H = normalize(L);
float LdotH = saturate(dot(L, H));
float NdotH = saturate(dot(N, H));
float energyBias = mix(0., 0.5, roughness);
float energyFactor = mix(1.0, 1.0 / 1.51, roughness);
float f90 = energyBias + 2.0 * LdotH * LdotH * roughness;
vec3 f0 = vec3(1.0, 1.0, 1.0);
float lightScatter = F_Schlick_Frostbite (f0, f90, NdotL).r;
vec3 irradiance = NdotL * lColor;
outColor = diffuseColor * irradiance * lightScatter * energyFactor * attenuation;
vec3 ambient = vec3(192./255., 181./255., 215./255.);
// outColor.r = max(ambient.r, outColor.r);
// outColor.g = max(ambient.g, outColor.g);
// outColor.b = max(ambient.b, outColor.b);
outColor = diffuseColor * vec3(NdotL) + diffuseColor * ambient * (1. - NdotL);
gl_FragColor = vec4(outColor, 1.);
}

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@@ -1,4 +1,3 @@
export default `
precision highp float;
attribute vec3 normal;
@@ -15,12 +14,11 @@ varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPos;
void main(void) {
vUv = uv;
vNormal = (uNormalMatrix * vec4(normal, 1.)).rgb;
vPos = (uMMatrix * vec4(position, 1.)).rgb;
gl_Position = uPMatrix * uMVMatrix * vec4( position, 1.0 );
gl_Position = uPMatrix * uMVMatrix * vec4(position, 1.0);
gl_Position[1] += uCameraOffsetY * gl_Position.w;
}
`

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@@ -4,8 +4,8 @@ import { vec2, vec3, mat4 } from './beam'
import { Container, Mesh, Material, Texture, SphereGeometryBuffer, PlaneGeometryBuffer } from './beam'
// GLSL shaders as strings
import GlobeVS from './globe-vs'
import GlobeFS from './globe-fs'
import GlobeVS from './globe-vs.glsl?raw'
import GlobeFS from './globe-fs.glsl?raw'
const FOV = 1 // Camera Field of view; we use 1 to prevent strong perspective effect on the globe
@@ -135,7 +135,7 @@ class WebglGlobe {
fragmentShader: GlobeFS,
})
this.globeMesh.geometry = new SphereGeometryBuffer(this.renderer.gl, {
radius: this.referenceHeight/2,
radius: this.referenceHeight / 2,
widthSegments: 100, heightSegments: 100
})
this.scene.add(this.globeMesh)
@@ -172,8 +172,8 @@ class WebglGlobe {
// Wrap marker in link
let el = document.createElement('a')
el.style.pointerEvents = 'auto'
el.setAttribute('href', '/location/' + markers[i].countrySlug + '/' + markers[i].slug)
el.setAttribute('sapper-noscroll', '')
el.setAttribute('href', `/${markers[i].countrySlug}/${markers[i].slug}`)
el.setAttribute('sveltekit-noscroll', '')
if (markers[i].className) el.classList.add(markers[i].className)
// Add label