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<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>Seasons Island</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
#blocker {
position: absolute;
width: 100%;
height: 100%;
background-color: rgba(0,0,0,0.5);
}
#instructions {
width: 100%;
height: 100%;
display: -webkit-box;
display: -moz-box;
display: box;
-webkit-box-orient: horizontal;
-moz-box-orient: horizontal;
box-orient: horizontal;
-webkit-box-pack: center;
-moz-box-pack: center;
box-pack: center;
-webkit-box-align: center;
-moz-box-align: center;
box-align: center;
color: #ffffff;
text-align: center;
cursor: pointer;
}
</style>
</head>
<body>
<div id="blocker">
<div id="instructions">
<span style="font-size:40px">点击屏幕开始</span>
<br />
<br />
(W, A, S, D = 移动, SPACE = 跳跃, MOUSE = 移动视角)
</div>
</div>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
varying vec4 worldPos;
varying vec3 vNormal;
uniform mat4 transform;
uniform mat4 textureMatrix;
varying vec4 mirrorCoord;
uniform vec3 ilightPos;
void main() {
vUv = uv;
vNormal = normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
worldPos = modelMatrix * vec4(position.xyz, 1.0);
mirrorCoord = textureMatrix * modelMatrix * vec4(position, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
varying vec2 vUv;
uniform sampler2D mirrorSampler;
uniform sampler2D normalSampler;
uniform sampler2D theTexture;
uniform mat4 transform;
varying vec4 worldPos;
varying vec3 vNormal;
uniform vec3 viewPos;
uniform float iState;
uniform vec3 ilightPos;
varying vec4 mirrorCoord;
void main() {
// gl_FragCoord.x 屏幕坐标
// gl_FragColor = vec4(vUv.x, vUv.y,1,1);
vec3 lightPos = vec3(-650.0,38.0,300.0); // fake light
// lightPos = ilightPos;
float ambientStrength = 0.7;
vec3 lightColor = vec3(0.6,0.8,0.86); // fake
vec3 myblue = vec3(0.0 ,30.0/ 255.0,109.0/ 255.0);
vec3 myorange = vec3(255.0/ 255.0,80.0/ 255.0,0.0);
vec3 black = vec3(0.0,0.0,0.0);
if (iState < 1.0) {
lightColor = mix(myblue, myorange, iState) ;
} else if (iState >= 1.0 && iState < 1.5){
lightColor = mix(myorange, black, (iState-1.0)/0.5) ;
} else {
lightColor = mix(black, myblue, (iState-1.5)/0.5) ;
}
float darkstate = 0.0;
if (iState > 1.0) darkstate = iState - 1.0;
// NOTICE!!!: THIS SHADER calculating lighting in WORLD space
vec3 ambient = ambientStrength * lightColor - darkstate;
// diffuse lighting
vec3 norm = normalize(vNormal);
norm = (texture2D(theTexture, vUv).xyz ); // wrong but good effect
norm = normalize(texture2D(normalSampler, vUv).xyz );
vec3 lightDir = normalize(lightPos - vec3(worldPos)); // point light
vec3 dirlightpos = vec3(-200.0*sin(iState * 3.13159),10.0 ,0.0);
lightDir = normalize(-dirlightpos); // directional light
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// specular lighting
float specularStrength = 0.8;
if (darkstate != 0.0 ) specularStrength *= (1.0-darkstate);
vec3 viewDir = normalize(viewPos - vec3(worldPos));
vec3 inlight = -lightDir;
vec3 reflectDir = reflect(inlight, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 specular = specularStrength * spec * lightColor;
vec4 texColor = texture2D(theTexture, vUv);
vec4 result = vec4(ambient*0.3 + diffuse + specular*1.0, 1.0) * texColor;
vec4 env = texture2DProj(mirrorSampler, mirrorCoord);
float e = 0.66;
vec3 refractDir = refract(inlight, norm, e);
float power = 5.0;
float bias = 0.2;
float scale = 0.5;
float fresnel = bias + scale * pow(min(0.0, 1.0 - dot(inlight, norm)),
power);
//vec3 reflectColor = vec3(mirrorCoord.y, mirrorCoord.x, 1.0);
vec3 reflectColor = env.rgb;
//vec3 reflectColor = vec3(0.5,1.0,1.0);
float latterRatio = 0.51;
gl_FragColor = vec4(mix(result.rgb, reflectColor,0.3),1.0);
// gl_FragColor.rgb = worldPos.rgb / 700.0;
// if (distance(vec3(worldPos).x, dirlightpos.x) < 1.0) {gl_FragColor.rgb = vec3(0.0,1.0,0.0);}
// if (distance(vec3(worldPos).z, dirlightpos.y) < 1.0) {gl_FragColor.rgb = vec3(0.0,0.0,1.0);}
}
</script>
<script src="js/three.js"></script>
<script src="js/ImprovedNoise.js"></script>
<script src="js/ThreeCSG.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/ammo.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/DotScreenShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<!-- <script src="js/shaders/RGBShiftShader.js"></script>-->
<script src="js/shaders/LuminosityHighPassShader.js"></script>
<script src="js/postprocessing/UnrealBloomPass.js"></script>
<script src="js/controls/PointerLockControls.js"></script>
<script src="js/controls/FirstPersonControls.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/loaders/MTLLoader.js"></script>
<script src="spring.js"> </script>
<script src="sea.js"> </script>
<script src="https://threejs.org/examples/js/renderers/CanvasRenderer.js"></script>
<script src="winter.js" > </script>
<script src="Fall.js" > </script>
<script src="summer.js"></script>
<script src="myscene1.js"></script>
</body>
</html>