73 lines
1.7 KiB
GLSL
73 lines
1.7 KiB
GLSL
#ifdef USE_ENVMAP
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#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
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vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
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// Transforming Normal Vectors with the Inverse Transformation
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vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
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#ifdef ENVMAP_MODE_REFLECTION
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vec3 reflectVec = reflect( cameraToVertex, worldNormal );
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#else
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vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
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#endif
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#else
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vec3 reflectVec = vReflect;
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#endif
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#ifdef ENVMAP_TYPE_CUBE
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vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
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#elif defined( ENVMAP_TYPE_EQUIREC )
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vec2 sampleUV;
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reflectVec = normalize( reflectVec );
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sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
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sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
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vec4 envColor = texture2D( envMap, sampleUV );
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#elif defined( ENVMAP_TYPE_SPHERE )
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reflectVec = normalize( reflectVec );
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vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
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vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
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#else
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vec4 envColor = vec4( 0.0 );
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#endif
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envColor = envMapTexelToLinear( envColor );
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#ifdef ENVMAP_BLENDING_MULTIPLY
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outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
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#elif defined( ENVMAP_BLENDING_MIX )
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outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
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#elif defined( ENVMAP_BLENDING_ADD )
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outgoingLight += envColor.xyz * specularStrength * reflectivity;
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#endif
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#endif
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