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45 changes: 25 additions & 20 deletions examples/jsm/objects/WaterMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,10 +2,10 @@ import {
Color,
Mesh,
Vector3,
NodeMaterial
MeshLambertNodeMaterial
} from 'three/webgpu';

import { Fn, add, cameraPosition, div, normalize, positionWorld, sub, time, texture, vec2, vec3, vec4, max, dot, reflect, pow, length, float, uniform, reflector, mul, mix } from 'three/tsl';
import { Fn, add, cameraPosition, div, normalize, positionWorld, sub, time, texture, vec2, vec3, max, dot, reflect, pow, length, float, uniform, reflector, mul, mix, diffuseColor } from 'three/tsl';

/**
* Work based on :
Expand All @@ -18,15 +18,15 @@ class WaterMesh extends Mesh {

constructor( geometry, options ) {

const material = new NodeMaterial();
const material = new MeshLambertNodeMaterial();

super( geometry, material );

this.isWater = true;

this.resolution = options.resolution !== undefined ? options.resolution : 0.5;

// uniforms
// Uniforms

this.waterNormals = texture( options.waterNormals );
this.alpha = uniform( options.alpha !== undefined ? options.alpha : 1.0 );
Expand Down Expand Up @@ -58,25 +58,32 @@ class WaterMesh extends Mesh {

} );

const fragmentNode = Fn( () => {
const noise = getNoise( positionWorld.xz.mul( this.size ) );
const surfaceNormal = normalize( noise.xzy.mul( 1.5, 1.0, 1.5 ) );

const noise = getNoise( positionWorld.xz.mul( this.size ) );
const surfaceNormal = normalize( noise.xzy.mul( 1.5, 1.0, 1.5 ) );
const worldToEye = cameraPosition.sub( positionWorld );
const eyeDirection = normalize( worldToEye );

const diffuseLight = vec3( 0 ).toVar();
const specularLight = vec3( 0 ).toVar();
const reflection = normalize( reflect( this.sunDirection.negate(), surfaceNormal ) );
const direction = max( 0.0, dot( eyeDirection, reflection ) );
const specularLight = pow( direction, 100 ).mul( this.sunColor ).mul( 2.0 );
const diffuseLight = max( dot( this.sunDirection, surfaceNormal ), 0.0 ).mul( this.sunColor ).mul( 0.5 );

const worldToEye = cameraPosition.sub( positionWorld );
const eyeDirection = normalize( worldToEye );
const distance = length( worldToEye );

const reflection = normalize( reflect( this.sunDirection.negate(), surfaceNormal ) );
const direction = max( 0.0, dot( eyeDirection, reflection ) );
specularLight.addAssign( pow( direction, 100 ).mul( this.sunColor ).mul( 2.0 ) );
diffuseLight.addAssign( max( dot( this.sunDirection, surfaceNormal ), 0.0 ).mul( this.sunColor ).mul( 0.5 ) );
const distortion = surfaceNormal.xz.mul( float( 0.001 ).add( float( 1.0 ).div( distance ) ) ).mul( this.distortionScale );

const distance = length( worldToEye );
// Material

const distortion = surfaceNormal.xz.mul( float( 0.001 ).add( float( 1.0 ).div( distance ) ) ).mul( this.distortionScale );
material.transparent = true;

material.opacityNode = this.alpha;

material.shadowPositionNode = positionWorld.add( distortion );

material.setupOutgoingLight = () => diffuseColor.rgb; // backwards compatibility

material.colorNode = Fn( () => {

const mirrorSampler = reflector();
mirrorSampler.uvNode = mirrorSampler.uvNode.add( distortion );
Expand All @@ -90,12 +97,10 @@ class WaterMesh extends Mesh {
const scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ).mul( this.waterColor );
const albedo = mix( this.sunColor.mul( diffuseLight ).mul( 0.3 ).add( scatter ), mirrorSampler.rgb.mul( specularLight ).add( mirrorSampler.rgb.mul( 0.9 ) ).add( vec3( 0.1 ) ), reflectance );

return vec4( albedo, this.alpha );
return albedo;

} )();

material.fragmentNode = fragmentNode;

}

}
Expand Down
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