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index.html
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<html>
<head>
<title>Morrowind</title>
<meta http-equiv="cache-control" content="max-age=0" />
<meta http-equiv="cache-control" content="no-cache" />
<meta http-equiv="expires" content="0" />
<meta http-equiv="expires" content="Tue, 01 Jan 1980 1:00:00 GMT" />
<meta http-equiv="pragma" content="no-cache" />
<script src="js/jquery-2.1.3.min.js"></script>
<script src="three.js-master/build/three.min.js"></script>
<script src="three.js-master/examples/js/libs/stats.min.js"></script>
<script src="three.js-master/examples/js/controls/PointerLockControls.js"></script>
<script src="three.js-master/examples/js/Mirror.js"></script>
<script src="three.js-master/examples/js/WaterShader.js"></script>
<script src="three.js-master/examples/js/loaders/DDSLoader.js"></script>
<script src="three.js-master/examples/js/loaders/ColladaLoader.js"></script>
<script src="three.js-master/examples/js/loaders/collada/Animation.js"></script>
<script src="three.js-master/examples/js/loaders/collada/AnimationHandler.js"></script>
<script src="three.js-master/examples/js/loaders/collada/KeyFrameAnimation.js"></script>
<!--<script src="three.js-master/examples/js/controls/FirstPersonControls.js"></script>-->
<script src="js/dat.gui.min.js"></script>
<script src="js/FirstPersonControls.js"></script>
<script src="js/morrowind.js"></script>
<script src="js/toolshack.js"></script>
<script src="js/engine.js"></script>
<script src="js/ui.js"></script>
<script src="js/net.js"></script>
<script src="js/world.js"></script>
<script src="js/water.js"></script>
<script src="js/cell.js"></script>
<script src="js/terrain.js"></script>
<script src="js/prop.js"></script>
<script src="js/grass.js"></script>
<script src="js/ship.js"></script>
<script src="js/player.js"></script>
<link href='https://fonts.googleapis.com/css?family=Muli' rel='stylesheet' type='text/css'>
<link rel="stylesheet" type="text/css" href="ui.css">
<style>
body {
margin: 0;
background: blue;
}
acanvas {
position: relative;
}
</style>
</head>
<body>
<!-- <iframe style="display: none" id="audio" width="1280" height="720" src="https://www.youtube.com/embed/hnz3t2RN0ns?rel=0&controls=0&showinfo=0&autoplay=1" frameborder="0" allowfullscreen=""></iframe> -->
<!-- <iframe style="display: none" id="audio" width="1280" height="720" src="https://www.youtube.com/embed/KjjKSJFz68s?rel=0&controls=0&showinfo=0&autoplay=1" frameborder="0" allowfullscreen=""></iframe> -->
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
uniform sampler2D baseTexture;
uniform float baseSpeed;
uniform sampler2D noiseTexture;
uniform float noiseScale;
uniform float alpha;
uniform float time;
varying vec2 vUv;
void main()
{
vec2 uvTimeShift = vUv + vec2( -0.7, 1.5 ) * time * baseSpeed;
vec4 noiseGeneratorTimeShift = texture2D( noiseTexture, uvTimeShift );
vec2 uvNoiseTimeShift = vUv + noiseScale * vec2( noiseGeneratorTimeShift.r, noiseGeneratorTimeShift.b );
vec4 baseColor = texture2D( baseTexture, uvNoiseTimeShift );
baseColor.a = alpha;
gl_FragColor = baseColor;
}
</script>
<script id="splatVertexShader" type="x-shader/x-vertex">
#define LAMBERT
varying vec3 vLightFront;
#ifdef DOUBLE_SIDED
varying vec3 vLightBack;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <lights_pars>
#include <color_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vUv;
void main() {
vUv = uv;
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <lights_lambert_vertex>
#include <shadowmap_vertex>
}
</script>
<script id="splatFragmentShader" type="x-shader/x-vertex">
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float opacity;
varying vec3 vLightFront;
#ifdef DOUBLE_SIDED
varying vec3 vLightBack;
#endif
#include <common>
#include <packing>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <bsdfs>
#include <lights_pars>
#include <fog_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
// START MW
varying vec2 vUv;
uniform sampler2D pastels[ 6 ];
uniform int amount;
uniform sampler2D cat;
uniform sampler2D vclr;
uniform sampler2D masks[ 3 ];
// END MW
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
// START MW
{
//diffuseColor = texture2D(cat, vUv * 16.0);
vec2 uv1 = vUv;
// 0.9846153846153846 1.015625
vec4 coat = vec4(0.0);
vec4 mask = vec4(0.0);
float p = 0.0;
vec4 pastel = texture2D(pastels[0], vUv * 16.0);
mask = texture2D(masks[0], vUv);
p = mask.g;
coat = vec4(p, p, p, 0) * pastel;
vec2 uv = vUv + 0.0078125;
vec4 shading = texture2D(vclr, uv * 0.5) * 2.0;
diffuseColor *= pastel * shading;
}
// END MW
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <emissivemap_fragment>
// accumulation
reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );
#include <lightmap_fragment>
reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
#ifdef DOUBLE_SIDED
reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
#else
reflectedLight.directDiffuse = vLightFront;
#endif
reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();
// modulation
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <premultiplied_alpha_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
}
</script>
<!--
-->
</body>
</html>