Files
housesof/src/globe/globe-fs.js
Félix Péault 2064885997 WIP Interactive globe from Nico's sources
- The globe is a bit small? Ability to control the max-min size potentially
- Is there a reason why `globe.update()` runs every second? Sounds like a lot of resources?
- Have the ability to control the `addEventListener` of the markers to do whatever (in this case, going to a route by clicking on a link with a sapper-noscroll attribute + changing the href attribute on click - the method `goto` from Sapper scrolls back to top / maybe something to fix with the current transition issues?)
- Edited in `./index.js`:
    1. Using the class as `export default WebglGlobe` instead of Window (as Svelte or Sapper doesn't likayt)
- Edited in `Camera.js`:
    1. Commented line 218: `e.preventDefault();` would cause this error: `[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See <URL>`
2020-04-02 20:59:40 +02:00

61 lines
1.9 KiB
JavaScript

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);
// outColor = pow(outColor, vec3(1.0 / 2.2));
gl_FragColor = vec4( outColor, 1. );
}
`