I am creating an earth in WebGL using Three.JS, and so far I have an earth with day and night texture and an atmosphere. Now to finish it off, I want to add a specular to my earth that only shows on the water sections. Now, I already have a specular map for this, but I can't seem to puzzle it all together.
I'm doing everything in a custom shader because of the earth/night/atmosphere-thingy, and I read that I also have to include the specular calculation in this equation, since Three.JS can't stack multiple shaders.
This is my shader, and I'm only stuck at the specular part:
<script id="earthFragmentShader" type="x-shader/x-fragment">
uniform sampler2D dayTexture;
uniform sampler2D nightTexture;
uniform sampler2D specularTexture;
uniform vec3 sunDirection;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
// Textures for day and night:
vec3 dayColor = texture2D( dayTexture, vUv ).xyz;
vec3 nightColor = texture2D( nightTexture, vUv ).xyz;
// compute cosine sun to normal so -1 is away from sun and +1 is toward sun.
float cosineAngleSunToNormal = dot(normalize(vNormal), sunDirection);
// sharpen the edge beween the transition
cosineAngleSunToNormal = clamp( cosineAngleSunToNormal * 3.0, -1.0, 1.0);
// convert to 0 to 1 for mixing
float mixAmount = cosineAngleSunToNormal * 0.5 + 0.5;
// Atmosphere:
float intensity = 1.09 - dot( vNormal, vec3( 0.0,0.0, 1.0 ) );
vec3 atmosphere = vec3( 1,1,1) * pow( intensity, 2.0 );
// Select day or night texture based on mixAmount.
vec3 color = mix( nightColor, dayColor + atmosphere, mixAmount );
// Specular:
vec3 specularAmount = texture2D( specularTexture, vUv ).xyz;
vec3 specularColor = vec3(1,1,1) * specularAmount;
color = mix(color, specularColor, mixAmount);
// Set the color
gl_FragColor = vec4(color, 1.0);
}
</script>
So far it just adds the specular map as a texture on the earth, but like I mentioned, I want to use this BW image to show some kind of specular. Can anybody point me in the right direction?
EDIT:
Allright, I achieved the whole mapping thing with the following code:
// Specular:
vec3 specularAmount = texture2D( specularTexture, vUv ).xyz;
vec3 specularColor = vec3(1,1,1);
float c = 0.35;
float p = 3.0;
float mixAmountSpecular = pow(c * dot(normalize(vNormal), sunDirection), p) * specularAmount.z;
// Select day or night texture based on mixAmount.
vec3 color = mix(dayColor, specularColor, mixAmountSpecular);
color = mix( nightColor, color + atmosphere, mixAmount );
The only thing remaining now is how to get the specular spot smaller... Any thoughts on this?
EDIT 2:
Ok, I finally achieved it by tweaking some parameters:
float c = 0.035;
float p = 30.0;
float mixAmountSpecular = pow(c * dot(normalize(vNormal), specularDirection), p) * (specularAmount.z * 0.5);
For reference, my sunDirection is -2, 0.8, 1 and my specularDirection is -15, 10, 22.5.
My 2 edits sum up the final shader to use: