Files
DarkflameServer/dDashboardServer/static/js/game-shaders.js
Aaron Kimbrell d817697ab2 feat(dashboard): the game's own shaders in the world and property 3D views
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.

A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:22 -05:00

529 lines
22 KiB
JavaScript

/**
* The game client's shaders for the 3D views (ES module, three.js): one ShaderMaterial program per technique family
* (scenery-core.js gameLook says which a mesh uses, from the server's table NifFile::TechniqueFor), with the maths of
* the client's techniques in GLSL. Everything is worked out in the game's color space (sRGB values, as Direct3D 9
* did) and made linear at the end for three.js.
*
* Families: 'lego' (LEGOPPLighting: hemisphere lit sun, ambient, fresnel rim, specular and a faint reflection of the
* default environment cube), 'basic' (BasicShaders and AlphaAsAlpha: sun * N.L + ambient per vertex, or unlit),
* 'fixed' (fixed function: lit like basic with the material's colors), 'metal' (Metallic.fx polished metal and
* brushed steel), 'clearPlastic', 'ocean' (the Distortion shaders' warped texture layers), 'flatSurf', 'brickWater',
* 'darkling', 'terrain' (terrain meshes) and 'flair' (Flair.fx); the sky (Skydome.fx) is 'basic', unlit, with its
* texture moving. The shared uniforms (lights, fog, time, environment cubes) are updated in place, so every material
* follows the zone's lighting and its blends between scenes. Materials with the same defines share one program.
*/
import * as THREE from 'three';
import { TECHNIQUE, parseDdsCube } from '/js/scenery-core.js';
const VERTEX = /* glsl */ `
uniform vec3 gameLightColor;
uniform vec3 gameAmbient;
uniform vec3 gameLightVec;
uniform vec3 gameUpperHemi;
uniform vec3 gameSpecular;
uniform float gameTime;
uniform vec2 uvScroll;
uniform vec3 materialDiffuse;
uniform float materialAlpha;
#ifdef USE_DARK
attribute vec2 uvDark;
varying vec2 vUvDark;
#endif
varying vec2 vUv;
varying vec4 vColor;
varying vec3 vLight; // the lit color the technique's vertex shader outputs (clamped as a COLOR output is)
varying float vLdn; // N.L, clamped
varying vec3 vNormal; // world space
varying vec3 vWorld;
varying vec3 vObject; // object space position (brushed steel's noise, shiny glint's height)
vec3 hemi( vec3 n ) {
// CalculateHemiLightInfluence: the upper hemisphere light over the lower one (the client leaves that white)
float up = n.y + 1.0;
return ( gameUpperHemi * up + vec3( 1.0 ) * ( 2.0 - up ) ) * 0.5;
}
void main() {
mat4 world = modelMatrix;
#ifdef USE_INSTANCING
world = modelMatrix * instanceMatrix;
#endif
vec4 worldPosition = world * vec4( position, 1.0 );
vWorld = worldPosition.xyz;
vObject = position;
vec3 n = normalize( mat3( world ) * normal );
vNormal = n;
vUv = uv;
#ifdef UV_ANIM
vUv += uvScroll * gameTime;
#endif
#ifdef USE_DARK
vUvDark = uvDark;
#endif
// Vertex colors come as the file has them (sRGB bytes), which is what the game's shaders get
vec4 vcol = vec4( 1.0 );
#if defined( USE_COLOR_ALPHA )
vcol = color;
#elif defined( USE_COLOR )
vcol = vec4( color, 1.0 );
#endif
#ifdef MATERIAL_COLOR
// Fixed function and the "Material" techniques: NiMaterialProperty's color (times the vertex colors it reads)
vcol *= vec4( materialDiffuse, materialAlpha );
#endif
#ifdef USE_INSTANCING_COLOR
vcol.rgb *= instanceColor;
#endif
vColor = vcol;
float ldn = dot( gameLightVec, n );
vLdn = clamp( ldn, 0.0, 1.0 );
#if defined( FAMILY_LEGO ) || defined( FAMILY_BRICKWATER ) || defined( FAMILY_DARKLING_SPECULAR )
#ifdef NO_AMBIENT
vec3 ambient = vec3( 1.0 );
#else
vec3 ambient = gameAmbient;
#endif
vec3 light = max( 0.0, ldn ) * hemi( n ) * gameLightColor + ambient;
#ifdef LIGHT_TIMES_COLOR
light *= vcol.rgb;
#endif
vLight = clamp( light, 0.0, 1.0 );
#elif defined( FAMILY_METAL )
// g_metalDiffuse * N.L^4 + g_metalAmbient
vLight = clamp( vec3( 0.7 ) * pow( vLdn, 4.0 ) + vec3( 0.3 ), 0.0, 1.0 );
#elif defined( FAMILY_FLAIR )
vLight = clamp( 0.85 * gameLightColor + gameAmbient, 0.0, 1.0 );
#elif defined( UNLIT )
vLight = vec3( 1.0 );
#else
vLight = clamp( max( vec3( 0.0 ), gameLightColor * ldn ) + gameAmbient, 0.0, 1.0 );
#endif
gl_Position = projectionMatrix * viewMatrix * worldPosition;
}
`;
const FRAGMENT = /* glsl */ `
uniform vec3 gameLightColor;
uniform vec3 gameAmbient;
uniform vec3 gameLightVec;
uniform vec3 gameSpecular;
uniform vec3 gameFogColor;
uniform float gameFogNear;
uniform float gameFogFar;
uniform float gameFogOn;
uniform float gameTime;
uniform vec3 materialEmissive;
uniform float materialAlpha;
uniform vec2 layerWeights;
uniform float alphaCutoff;
uniform float opacity;
uniform sampler2D map;
uniform sampler2D darkMap;
uniform sampler2D noiseMap;
uniform samplerCube envMap;
uniform vec3 glowColor;
varying vec2 vUv;
#ifdef USE_DARK
varying vec2 vUvDark;
#endif
varying vec4 vColor;
varying vec3 vLight;
varying float vLdn;
varying vec3 vNormal;
varying vec3 vWorld;
varying vec3 vObject;
// Texels come in linear (sRGB textures are decoded by the GPU); the game's maths is on sRGB values
vec3 toGame( vec3 c ) { return mix( c * 12.92, 1.055 * pow( c, vec3( 1.0 / 2.4 ) ) - 0.055, step( vec3( 0.0031308 ), c ) ); }
vec3 toLinear( vec3 c ) { return mix( c / 12.92, pow( ( c + 0.055 ) / 1.055, vec3( 2.4 ) ), step( vec3( 0.04045 ), c ) ); }
vec4 tex( sampler2D s, vec2 uv ) { vec4 t = texture2D( s, uv ); return vec4( toGame( t.rgb ), t.a ); }
vec4 cube( vec3 dir ) { vec4 t = textureCube( envMap, dir ); return vec4( toGame( t.rgb ), t.a ); }
float fresnel( float vdn ) { return ( 0.1 + 0.9 * pow( 1.0 - min( 1.0, abs( vdn ) ), 3.5 ) ) * 0.8; }
void main() {
vec3 n = normalize( vNormal );
if ( !gl_FrontFacing ) n = -n;
vec3 view = normalize( cameraPosition - vWorld );
float vdn = dot( view, n );
vec4 vc = vColor;
vec4 result;
#if defined( FAMILY_LEGO ) || defined( FAMILY_DARKLING_SPECULAR )
// LEGOPP_PixelCommon4: the base color by vertex color and texture as the technique's variant takes them
vec4 base = vec4( 1.0 );
#if defined( USE_MAP ) && defined( HAS_COLOR )
vec4 t = tex( map, vUv );
#ifdef MAP_TIMES_COLOR
base = vec4( t.rgb * vc.rgb, 1.0 );
#else
base = vec4( mix( vc.rgb, t.rgb, t.a ), vc.a );
#endif
#elif defined( USE_MAP )
base = vec4( tex( map, vUv ).rgb, 1.0 );
#elif defined( HAS_COLOR )
base = vc;
#endif
vec3 reflected = reflect( view, n );
vec3 refl = vdn * cube( vec3( reflected.x, -reflected.y, reflected.z ) ).rgb * 0.05;
float fres = fresnel( vdn );
vec3 spec = vLdn * pow( max( 0.0, dot( normalize( view + gameLightVec ), n ) ), 320.0 ) * gameSpecular;
#ifdef LIGHT_TIMES_COLOR
result = vec4( refl + spec + vLight + fres * base.rgb, base.a );
#else
result = vec4( refl + spec + ( vLight + fres ) * base.rgb, base.a );
#endif
#ifdef GRAYSCALE
float gray = 0.7 * ( 0.3 * result.r + 0.7 * result.g + 0.1 * result.b + 0.2 );
result.rgb = vec3( gray );
#endif
#ifdef GLOW
#ifdef IGNORE_VERTEX_ALPHA
result.a = 1.0;
#endif
result.rgb = glowColor * result.a;
#endif
#ifdef EMISSIVE
// The lit color goes to the base color by the vertex alpha times the material's emissive red (animated)
#if defined( HAS_COLOR )
float glow = vc.a * materialEmissive.r;
#else
float glow = materialEmissive.r;
#endif
#ifdef SUPER_EMISSIVE
result.rgb = mix( result.rgb, base.rgb * 10.0, glow );
#else
result.rgb = mix( result.rgb, base.rgb, glow );
#endif
#if defined( USE_MAP )
result.a = tex( map, vUv ).a;
#else
result.a = 1.0;
#endif
#endif
#ifdef SHINY_GLINT
// A glint sweeping up the object (the game moves attr_shinyGlintHeight itself)
float sweep = fract( gameTime * 0.25 ) * 12.0 - 2.0;
result.rgb += vec3( pow( clamp( 1.0 - abs( sweep - vObject.y ), 0.0, 1.0 ), 4.0 ) );
#endif
#ifdef FAMILY_DARKLING_SPECULAR
vec4 dark = tex( darkMap, vUvDark );
float centre = abs( materialEmissive.r - vc.a );
float window = 1.0 - clamp( ( min( centre, 1.0 - centre ) - materialEmissive.g * 0.5 ) * materialEmissive.b * 100.0, 0.0, 1.0 );
result = vec4( mix( result.rgb, dark.rgb, dark.a * window ), 1.0 );
#endif
#elif defined( FAMILY_DARKLING )
vec4 t = tex( map, vUv );
vec4 dark = tex( darkMap, vUvDark );
#ifdef NON_DECAL
vec3 combined = t.rgb * vc.rgb * vLight;
result = vec4( mix( combined, dark.rgb, dark.a * vc.a ), 1.0 );
#else
float centre = abs( materialEmissive.r - vc.a );
float window = 1.0 - clamp( ( min( centre, 1.0 - centre ) - materialEmissive.g * 0.5 ) * materialEmissive.b * 100.0, 0.0, 1.0 );
vec3 combined = mix( vc.rgb, t.rgb, t.a ) * vLight;
result = vec4( mix( combined, dark.rgb, dark.a * window ), 1.0 );
#endif
#elif defined( FAMILY_METAL )
// Lighting_PolishedMetal / Lighting_BrushedSteel: the lit tint plus the metal cube's reflection
vec4 tint = vc;
#ifdef USE_MAP
vec4 t = tex( map, vUv );
#ifdef HAS_COLOR
tint = vec4( vc.rgb * t.rgb, vc.a * t.a );
#else
tint = t;
#endif
#endif
vec3 reflected = reflect( view, n );
vec4 envColor = cube( reflected );
float reflIntensity = 1.0 - ( vLdn / 2.0 + 0.5 );
#ifdef BRUSHED
vec3 p = normalize( vObject );
vec4 noise = tex( noiseMap, vec2( p.x * ( p.x - p.z ), vObject.y / 5.0 ) );
float specIntensity = pow( max( 0.0, dot( normalize( view + gameLightVec ), n ) ), 100.0 * noise.a ) * 0.5;
vec3 coloured = envColor.rgb * noise.rgb * ( envColor.a - reflIntensity ) * tint.rgb * 2.0;
#else
float specIntensity = pow( max( 0.0, dot( normalize( view + gameLightVec ), n ) ), 50.0 );
vec3 coloured = envColor.rgb * ( envColor.a - reflIntensity ) * tint.rgb * 2.0;
#endif
result = vec4( vLight * tint.rgb + coloured + gameSpecular * specIntensity * vLdn, tint.a );
#elif defined( FAMILY_CLEAR_PLASTIC )
// ClearPlastic_PS: the reflection, a fresnel rim of the lit grey and a tight highlight; see-through facing the eye
float avdn = abs( vdn );
vec3 reflected = reflect( view, n );
vec3 refl = cube( vec3( reflected.x, -reflected.y, reflected.z ) ).rgb;
float ldn = dot( gameLightVec, n );
vec3 diffuse = clamp( vec3( max( 0.0, ldn ) ) + vec3( 0.7, 0.71, 0.75 ), 0.0, 1.0 );
float hdn = pow( max( 0.0, dot( normalize( view + gameLightVec ), n ) ), 120.0 ) * 4.19;
float fres = ( 0.1 + 0.9 * pow( 1.0 - avdn, 3.5 ) ) * 0.5;
result = clamp( vec4( refl + fres * diffuse * 2.5 + max( 0.0, ldn * hdn ), ( 1.0 - avdn ) * 0.5 ), 0.0, 1.0 );
#elif defined( FAMILY_OCEAN )
// Ocean_Distort: texture layers at 1/2, 3/4 and 1 scale, each warped by the one before, moving on their own
vec2 uv = vUv;
vec4 layer1 = tex( map, uv * 0.5 + vec2( gameTime * 0.011, gameTime * 0.004 ) );
vec2 warped = uv * 0.75 + vec2( -gameTime * 0.007, gameTime * 0.009 ) + layer1.rg * 0.2 - 0.5;
vec4 layer2 = tex( map, warped );
warped = uv + vec2( gameTime * 0.005, -gameTime * 0.006 ) + layer2.rg * 0.2 - 0.5;
vec4 layer3 = tex( map, warped );
vec4 water = ( layer1 + layer2 + layer3 ) * 0.3333;
#ifdef OCEAN_FX
float centre = abs( materialEmissive.r - water.a );
water.a *= 1.0 - clamp( ( min( centre, 1.0 - centre ) - materialEmissive.g * 0.5 ) * materialEmissive.b * 100.0, 0.0, 1.0 );
vec4 light = vc;
#elif defined( UNLIT )
vec4 light = vec4( vc.rgb * 2.0, vc.a );
#else
vec4 light = vec4( vLight * vc.rgb, vc.a );
#endif
result = water * light;
#elif defined( FAMILY_FLAT_SURF )
// Ocean_FlatSurf: the texture lit, its alpha from a second (differently moving) lookup
vec4 t = tex( map, vUv );
result = vec4( t.rgb * vLight * vc.rgb, tex( map, vUv * 0.5 + vec2( gameTime * 0.01 ) ).a );
#elif defined( FAMILY_BRICKWATER )
// BrickWater: hemisphere lit, fresnel and specular on the vertex color (the parallax normal map left out)
float fres = fresnel( vdn );
vec3 spec = vLdn * pow( max( 0.0, dot( normalize( view + gameLightVec ), n ) ), 320.0 ) * gameSpecular;
result = vec4( ( vLight + fres ) * vc.rgb + spec, 1.0 );
#elif defined( FAMILY_TERRAIN )
vec4 t = vec4( 1.0 );
#ifdef USE_MAP
t = tex( map, vUv );
#endif
#ifdef RIM_LIGHT
float rim = clamp( 2.0 * pow( 1.0 - clamp( 2.0 * vdn, 0.0, 1.0 ), 2.0 ), 0.0, 1.0 );
result = vec4( t.rgb * vc.rgb * ( vLight + rim ), 1.0 );
#elif defined( DIFFUSE_ONLY )
result = vec4( t.rgb * 2.0 * vLight, 1.0 );
#else
result = vec4( t.rgb * vc.rgb * vLight, 1.0 );
#endif
#else
// Basic, AlphaAsAlpha, fixed function, flairs, the sky: texture times the lit (or unlit) vertex color
vec4 light = vec4( vLight * vc.rgb, vc.a );
#ifdef LAYERS_BLENDED
result = vec4( mix( tex( darkMap, vUvDark ).rgb, tex( map, vUv ).rgb, vc.a ) * light.rgb, 1.0 );
#elif defined( LAYERS_ADDED )
result = ( tex( map, vUv ) * layerWeights.x + tex( darkMap, vUvDark ) * layerWeights.y ) * light;
#elif defined( BASIC_EMISSIVE )
vec4 t = tex( map, vUv );
result = vec4( vc.rgb * t.rgb * t.a + t.rgb * vc.rgb * ( gameLightColor * vLdn + gameAmbient ), vc.a * t.a );
#elif defined( USE_MAP )
vec4 t = tex( map, vUv );
#if defined( DECAL ) && defined( HAS_COLOR )
result = vec4( mix( vc.rgb, t.rgb, t.a ) * vLight, vc.a );
#elif defined( DECAL ) || defined( IGNORE_TEXTURE_ALPHA )
result = vec4( t.rgb, 1.0 ) * light;
#else
result = t * light;
#endif
#else
result = light;
#endif
#ifdef ANIM_ALPHA
result.a *= materialAlpha;
#endif
#endif
result = clamp( result, 0.0, 1.0 );
result.a *= opacity;
if ( result.a < alphaCutoff ) discard;
#ifdef USE_GAME_FOG
float fogAmount = gameFogOn * clamp( ( length( vWorld - cameraPosition ) - gameFogNear ) / max( 1.0, gameFogFar - gameFogNear ), 0.0, 1.0 );
result.rgb = mix( result.rgb, gameFogColor, fogAmount );
#endif
gl_FragColor = vec4( toLinear( result.rgb ), result.a );
#include <colorspace_fragment>
}
`;
// A 1x1 cube of one color, until the client's environment cube is loaded
function plainCube(value) {
const faces = [];
for (let i = 0; i < 6; i++) {
const face = new THREE.DataTexture(new Uint8Array([value, value, value, 255]), 1, 1, THREE.RGBAFormat);
face.needsUpdate = true;
faces.push(face);
}
const cube = new THREE.CubeTexture(faces);
cube.colorSpace = THREE.SRGBColorSpace;
cube.userData.shared = true;
cube.needsUpdate = true;
return cube;
}
const WHITE = new THREE.DataTexture(new Uint8Array([255, 255, 255, 255]), 1, 1, THREE.RGBAFormat);
WHITE.userData.shared = true;
WHITE.needsUpdate = true;
/**
* The shared state of the game's shaders: the zone's lights (setLights, blendTo), fog, time and the client's
* environment cubes, fetched from envUrl(name) ('reflection', 'polished', 'brushed', 'brushedNoise') when a material
* first needs them. material(look, mesh, maps) makes a mesh's material.
*/
export function createGameShading({ envUrl } = {}) {
const uniforms = {
gameLightColor: { value: new THREE.Vector3(1, 1, 1) }, gameAmbient: { value: new THREE.Vector3(0.4, 0.4, 0.4) },
gameLightVec: { value: new THREE.Vector3(0, 1, 0) }, gameUpperHemi: { value: new THREE.Vector3(1, 1, 1) },
gameSpecular: { value: new THREE.Vector3(0.3, 0.3, 0.3) },
gameLightOn: { value: 0 }, // 1 once a manifest brought the zone's lighting (the terrain uses its own light until then)
gameFogColor: { value: new THREE.Vector3(1, 1, 1) }, gameFogNear: { value: 0 }, gameFogFar: { value: 0 }, gameFogOn: { value: 0 },
gameTime: { value: 0 }
};
const envMaps = {
reflection: { value: plainCube(128), loading: null },
polished: { value: plainCube(160), loading: null },
brushed: { value: plainCube(140), loading: null },
brushedNoise: { value: WHITE, loading: null }
};
function loadEnv(name) {
const entry = envMaps[name];
if (entry.loading || !envUrl) return entry;
entry.loading = fetch(envUrl(name), { credentials: 'same-origin' }).then((r) => (r.ok ? r.arrayBuffer() : null)).then((buffer) => {
if (!buffer) return;
const cube = parseDdsCube(buffer, 256);
if (cube) {
const faces = cube.faces.map((face) => {
const texture = new THREE.DataTexture(face.data, face.width, face.height, THREE.RGBAFormat);
texture.needsUpdate = true;
return texture;
});
const texture = new THREE.CubeTexture(faces);
texture.colorSpace = THREE.SRGBColorSpace;
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.userData.shared = true;
texture.needsUpdate = true;
entry.value = texture;
} else {
// A plain DDS (the brushed noise)
const face = parseDdsCube(buffer, 256, true);
if (!face) return;
const texture = new THREE.DataTexture(face.data, face.width, face.height, THREE.RGBAFormat);
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.colorSpace = THREE.SRGBColorSpace;
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.userData.shared = true;
texture.needsUpdate = true;
entry.value = texture;
}
for (const uniform of entry.users) uniform.value = entry.value;
}).catch(() => {});
return entry;
}
for (const entry of Object.values(envMaps)) entry.users = new Set();
// A uniform following an environment texture (swapped in place once it's loaded)
function envUniform(name) {
const entry = loadEnv(name);
const uniform = { value: entry.value };
entry.users.add(uniform);
return uniform;
}
/**
* The material for a mesh drawn with `look` (gameLook): maps {map, darkMap} (three.js textures or null), options
* {transparent, depthWrite, blending, side, alphaCutoff, opacity}.
*/
function material(look, mesh, maps, options) {
const defines = {};
// A darkling mesh without its dark texture is drawn as the LEGO shader it builds on
const family = look.family === 'darkling' && !maps.darkMap ? 'lego' : look.family;
const define = (name, on = true) => { if (on) defines[name] = ''; };
define('FAMILY_' + ({ lego: 'LEGO', metal: 'METAL', clearPlastic: 'CLEAR_PLASTIC', ocean: 'OCEAN', flatSurf: 'FLAT_SURF', brickWater: 'BRICKWATER',
darkling: look.flags & TECHNIQUE.SPECULAR ? 'DARKLING_SPECULAR' : 'DARKLING', terrain: 'TERRAIN', flair: 'FLAIR' }[family] || 'BASIC'));
const hasColor = !!look.vertexColors;
define('HAS_COLOR', hasColor);
define('USE_MAP', !!maps.map);
define('USE_DARK', !!maps.darkMap);
define('UNLIT', !look.lit);
// Metal without vertex colors takes the material's (Lighting_PolishedMetal_VS)
define('MATERIAL_COLOR', !!look.material || (family === 'metal' && !hasColor));
define('UV_ANIM', !!look.uvAnim && !!(mesh.uvScroll && (mesh.uvScroll[0] || mesh.uvScroll[1])));
define('NO_AMBIENT', !!(look.flags & TECHNIQUE.NO_AMBIENT));
// The LEGO "VertColor" variants multiply the light by the vertex color in the vertex shader
define('LIGHT_TIMES_COLOR', family === 'lego' && hasColor && !maps.map);
define('MAP_TIMES_COLOR', (!!look.emissive || !!(look.flags & TECHNIQUE.NON_DECAL)) && hasColor);
define('GRAYSCALE', !!(look.flags & TECHNIQUE.GRAYSCALE));
define('GLOW', !!(look.flags & TECHNIQUE.GLOW));
define('IGNORE_VERTEX_ALPHA', !!(look.flags & TECHNIQUE.IGNORE_VERTEX_ALPHA));
define('EMISSIVE', !!look.emissive);
define('SUPER_EMISSIVE', !!(look.flags & TECHNIQUE.SUPER_EMISSIVE));
define('SHINY_GLINT', !!(look.flags & TECHNIQUE.SHINY_GLINT));
define('NON_DECAL', !!(look.flags & TECHNIQUE.NON_DECAL));
define('BRUSHED', look.metal === 'brushed');
define('OCEAN_FX', !!(look.flags & TECHNIQUE.OCEAN_FX));
define('RIM_LIGHT', !!(look.flags & TECHNIQUE.RIM_LIGHT));
define('DIFFUSE_ONLY', !!(look.flags & TECHNIQUE.DIFFUSE_ONLY));
define('ANIM_ALPHA', !!(look.flags & TECHNIQUE.ANIM_ALPHA));
define('BASIC_EMISSIVE', !!(look.flags & TECHNIQUE.BASIC_EMISSIVE));
define('LAYERS_BLENDED', !!maps.darkMap && look.layers === 'blended');
define('LAYERS_ADDED', !!maps.darkMap && look.layers === 'added');
define('DECAL', look.textureAlpha === 'decal');
define('IGNORE_TEXTURE_ALPHA', look.textureAlpha === 'ignored');
define('USE_GAME_FOG', !(look.flags & TECHNIQUE.NO_FOG) && !look.sky);
const env = family === 'metal' ? envUniform(look.metal === 'brushed' ? 'brushed' : 'polished')
: family === 'lego' || family === 'clearPlastic' || (family === 'darkling' && look.flags & TECHNIQUE.SPECULAR) ? envUniform('reflection') : { value: envMaps.reflection.value };
const diffuse = mesh.diffuse || [1, 1, 1];
const emissive = mesh.emissive || [0, 0, 0];
const shaderMaterial = new THREE.ShaderMaterial({
vertexShader: VERTEX,
fragmentShader: FRAGMENT,
defines,
uniforms: {
...uniforms,
map: { value: maps.map || WHITE }, darkMap: { value: maps.darkMap || WHITE },
noiseMap: family === 'metal' && look.metal === 'brushed' ? envUniform('brushedNoise') : { value: WHITE },
envMap: env,
uvScroll: { value: new THREE.Vector2(...(mesh.uvScroll || [0, 0])) },
materialDiffuse: { value: new THREE.Vector3(...diffuse) }, materialAlpha: { value: mesh.alpha ?? 1 },
materialEmissive: { value: new THREE.Vector3(...emissive) },
layerWeights: { value: new THREE.Vector2(diffuse[0], diffuse[1]) },
glowColor: { value: new THREE.Vector3(0, 1, 1) },
alphaCutoff: { value: options.alphaCutoff || 0 },
opacity: { value: options.opacity ?? 1 }
},
vertexColors: hasColor,
transparent: !!options.transparent,
depthWrite: options.depthWrite !== false,
blending: options.blending ?? THREE.NormalBlending,
side: options.side ?? THREE.FrontSide
});
shaderMaterial.toneMapped = false;
shaderMaterial.userData.game = true;
return shaderMaterial;
}
return {
uniforms,
material,
/** The zone's lighting (manifest.lighting) at once. */
setLights(lighting) {
uniforms.gameLightOn.value = lighting ? 1 : 0;
if (!lighting) return;
uniforms.gameLightColor.value.fromArray(lighting.light);
uniforms.gameAmbient.value.fromArray(lighting.ambient);
uniforms.gameLightVec.value.fromArray(lighting.lightVec);
uniforms.gameUpperHemi.value.fromArray(lighting.upperHemi || [1, 1, 1]);
uniforms.gameSpecular.value.fromArray(lighting.specular || [0.3, 0.3, 0.3]);
uniforms.gameFogColor.value.fromArray(lighting.fogColor || [1, 1, 1]);
uniforms.gameFogNear.value = lighting.fogNear || 0;
uniforms.gameFogFar.value = lighting.fogFar || 0;
},
/** Fog as the zone's lighting has it (off by default: the views look from much further out than the game). */
setFog(on) { uniforms.gameFogOn.value = on ? 1 : 0; },
/** Seconds since the view started, for the moving textures. */
tick(dt) { uniforms.gameTime.value += dt; }
};
}