Remove unused water quality material creation function
This commit is contained in:
@@ -668,200 +668,6 @@ export class RuntimeHost {
|
||||
});
|
||||
}
|
||||
|
||||
// High-quality water shader with normal map animation, refraction, foam, and object interaction.
|
||||
private createWaterQualityMaterial(
|
||||
water: { colorHex: string; surfaceOpacity: number; waveStrength: number },
|
||||
faceId: string
|
||||
): ShaderMaterial {
|
||||
const isTopFace = faceId === "posY";
|
||||
const baseOpacity = Math.max(0.05, Math.min(1, water.surfaceOpacity));
|
||||
const opacity = isTopFace ? Math.min(1, baseOpacity + 0.2) : baseOpacity * 0.45;
|
||||
const waveStrength = water.waveStrength;
|
||||
|
||||
// Parse hex color into r/g/b floats for GLSL
|
||||
const hex = water.colorHex.replace("#", "");
|
||||
const cr = parseInt(hex.substring(0, 2), 16) / 255;
|
||||
const cg = parseInt(hex.substring(2, 4), 16) / 255;
|
||||
const cb = parseInt(hex.substring(4, 6), 16) / 255;
|
||||
|
||||
const vertexShader = /* glsl */ `
|
||||
uniform float time;
|
||||
uniform float waveAmp;
|
||||
varying vec2 vUv;
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vWorldPos;
|
||||
varying vec3 vViewDir;
|
||||
varying vec4 vScreenPos;
|
||||
varying float vDepth;
|
||||
|
||||
// Gerstner wave calculation for realistic water motion
|
||||
vec3 gerstnerWave(vec4 wave, vec3 p) {
|
||||
float steepness = wave.z;
|
||||
float wavelength = wave.w;
|
||||
float k = 2.0 * 3.14159 / wavelength;
|
||||
float c = sqrt(9.8 / k);
|
||||
vec2 d = normalize(wave.xy);
|
||||
float f = k * (dot(d, p.xz) - c * time);
|
||||
float a = steepness / k;
|
||||
|
||||
return vec3(
|
||||
d.x * a * cos(f),
|
||||
a * sin(f),
|
||||
d.y * a * cos(f)
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
vec3 pos = position;
|
||||
float upFactor = max(0.0, normal.y);
|
||||
|
||||
// Composite three Gerstner waves at different frequencies
|
||||
if (upFactor > 0.9) {
|
||||
vec3 gridPoint = pos;
|
||||
vec3 wave1 = gerstnerWave(vec4(1.0, 0.0, 0.25, 60.0), gridPoint);
|
||||
vec3 wave2 = gerstnerWave(vec4(0.2, 0.86, 0.15, 31.0), gridPoint);
|
||||
vec3 wave3 = gerstnerWave(vec4(0.2, 0.86, 0.06, 18.0), gridPoint);
|
||||
|
||||
pos += (wave1 + wave2 + wave3) * waveAmp * 0.5;
|
||||
vNormal = normalize(normalMatrix * normalize(normal + vec3(
|
||||
-(wave1.x + wave2.x + wave3.x) * 2.0,
|
||||
1.0,
|
||||
-(wave1.z + wave2.z + wave3.z) * 2.0
|
||||
)));
|
||||
} else {
|
||||
vNormal = normalize(normalMatrix * normal);
|
||||
}
|
||||
|
||||
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
|
||||
vWorldPos = worldPos.xyz;
|
||||
vViewDir = normalize(cameraPosition - worldPos.xyz);
|
||||
vScreenPos = projectionMatrix * viewMatrix * worldPos;
|
||||
vDepth = -vScreenPos.z; // Store depth for refraction calculations
|
||||
gl_Position = vScreenPos;
|
||||
}
|
||||
`;
|
||||
|
||||
const fragmentShader = /* glsl */ `
|
||||
precision highp float;
|
||||
uniform vec3 waterColor;
|
||||
uniform float surfaceOpacity;
|
||||
uniform float waveStrength;
|
||||
uniform float time;
|
||||
varying vec2 vUv;
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vWorldPos;
|
||||
varying vec3 vViewDir;
|
||||
varying vec4 vScreenPos;
|
||||
varying float vDepth;
|
||||
|
||||
// Simplex-like procedural noise for normal variation and foam
|
||||
float noise(vec3 p) {
|
||||
vec3 pi = floor(p);
|
||||
vec3 pf = p - pi;
|
||||
pf *= pf * (3.0 - 2.0 * pf);
|
||||
float n = pi.x + pi.y * 57.0 + pi.z * 113.0;
|
||||
return mix(
|
||||
mix(mix(sin(n) * 43758.5453, sin(n + 1.0) * 43758.5453, pf.x),
|
||||
mix(sin(n + 57.0) * 43758.5453, sin(n + 58.0) * 43758.5453, pf.x), pf.y),
|
||||
mix(mix(sin(n + 113.0) * 43758.5453, sin(n + 114.0) * 43758.5453, pf.x),
|
||||
mix(sin(n + 170.0) * 43758.5453, sin(n + 171.0) * 43758.5453, pf.x), pf.y),
|
||||
pf.z
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Multi-scale normal perturbation — subtle, data-driven
|
||||
vec3 n1 = normalize(vec3(
|
||||
noise(vWorldPos + time * 0.3) - 0.5,
|
||||
0.8,
|
||||
noise(vWorldPos * 1.5 + time * 0.25) - 0.5
|
||||
));
|
||||
vec3 n2 = normalize(vec3(
|
||||
noise(vWorldPos * 0.7 - time * 0.2) - 0.5,
|
||||
0.9,
|
||||
noise(vWorldPos * 2.2 - time * 0.18) - 0.5
|
||||
));
|
||||
|
||||
vec3 surfaceNormal = normalize(mix(vNormal, n1, 0.4) + n2 * 0.3);
|
||||
vec3 viewDir = normalize(vViewDir);
|
||||
float vDotN = max(0.0, dot(viewDir, surfaceNormal));
|
||||
|
||||
// Fresnel effect (brighter at grazing angles)
|
||||
float fresnel = pow(1.0 - vDotN, 3.0) * 0.8 + 0.2;
|
||||
|
||||
// Specular highlight: sharp, shiny water reflection
|
||||
vec3 reflection = reflect(-viewDir, surfaceNormal);
|
||||
float specular = pow(max(0.0, dot(reflection, normalize(vec3(0.3, 0.8, 0.5)))), 16.0) * fresnel * 0.6;
|
||||
|
||||
// Depth-based coloring: water darkens with depth
|
||||
float depthFade = 1.0 / (1.0 + vDepth * 0.008);
|
||||
|
||||
// **Color dominance**: user water color is primary, only subtle environment tint
|
||||
vec3 baseWaterColor = waterColor;
|
||||
|
||||
// Slight sky tinting only at grazing angles for realism
|
||||
vec3 environmentTint = vec3(0.85, 0.9, 1.0);
|
||||
baseWaterColor = mix(baseWaterColor, environmentTint, fresnel * 0.12);
|
||||
|
||||
// Apply depth darkening
|
||||
vec3 waterWithDepth = baseWaterColor * mix(0.3, 1.0, depthFade);
|
||||
|
||||
// **Foam with object interaction**:
|
||||
// Layer 1: Wave peaks (fresnel-based, high curvature)
|
||||
float foamPeaks = smoothstep(0.6, 0.85, fresnel) * sin(vWorldPos.x * 2.0 + time) * waveStrength;
|
||||
foamPeaks = clamp(foamPeaks, 0.0, 0.2);
|
||||
|
||||
// Layer 2: Procedural detail (never-repeating, time-varies)
|
||||
float foamDetail = abs(noise(vWorldPos * 3.0 + time * 0.4)) * 0.15;
|
||||
|
||||
// Layer 3: "Object interaction" — use screen-space depth gradient
|
||||
// Objects touching the water create discontinuities in the depth buffer
|
||||
vec2 screenUv = vScreenPos.xy / vScreenPos.w * 0.5 + 0.5;
|
||||
vec2 off1 = screenUv + vec2(0.01, 0.0);
|
||||
vec2 off2 = screenUv + vec2(-0.01, 0.0);
|
||||
vec2 off3 = screenUv + vec2(0.0, 0.01);
|
||||
vec2 off4 = screenUv + vec2(0.0, -0.01);
|
||||
|
||||
// Estimate depth gradient using texture coordinate variation
|
||||
float depthGradient = abs(sin(vWorldPos.x * 0.5) - sin(vWorldPos.x * 0.5 + 0.3)) * waveStrength;
|
||||
float foamInteraction = smoothstep(0.2, 0.7, depthGradient) * 0.25;
|
||||
|
||||
float totalFoam = min(0.4, foamPeaks + foamDetail + foamInteraction);
|
||||
|
||||
// Foam appears as bright white, blended with water
|
||||
vec3 foamColor = vec3(1.0);
|
||||
vec3 waterWithFoam = mix(waterWithDepth, foamColor, totalFoam);
|
||||
|
||||
// Add specular highlight on top
|
||||
waterWithFoam += specular * vec3(1.0);
|
||||
|
||||
// Final alpha combines opacity, fresnel, and foam
|
||||
float alpha = surfaceOpacity + fresnel * 0.25 + totalFoam * 0.2;
|
||||
alpha = clamp(alpha, 0.08, 1.0);
|
||||
|
||||
gl_FragColor = vec4(waterWithFoam, alpha);
|
||||
}
|
||||
`;
|
||||
|
||||
const mat = new ShaderMaterial({
|
||||
vertexShader,
|
||||
fragmentShader,
|
||||
uniforms: {
|
||||
time: { value: this.volumeTime },
|
||||
waterColor: { value: [cr, cg, cb] },
|
||||
surfaceOpacity: { value: opacity },
|
||||
waveStrength: { value: waveStrength },
|
||||
waveAmp: { value: waveStrength * 0.08 }
|
||||
},
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
side: 2 // DoubleSide for side/bottom faces
|
||||
});
|
||||
this.volumeAnimatedMaterials.push(mat);
|
||||
return mat;
|
||||
}
|
||||
|
||||
// Soft edge-faded fog shader with slow drift animation — quality mode only.
|
||||
private createFogQualityMaterial(fog: { colorHex: string; density: number }): ShaderMaterial {
|
||||
const hex = fog.colorHex.replace("#", "");
|
||||
|
||||
Reference in New Issue
Block a user