<!DOCTYPE html>
<html lang="fr">
	<head>
		<meta charset=utf-8 />
		<title>Daedalus</title>
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" id="favicon"/>
		<link rel="stylesheet" href="style.css">
		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
		<script type="importmap">
			{
				"imports": {
					"three": "https://unpkg.com/three@0.158/build/three.module.js?module",
					"three/addons/": "https://unpkg.com/three@0.158/examples/jsm/",
					"three-hex-tiling": "https://cdn.jsdelivr.net/npm/three-hex-tiling@0.1.1/dist/index.js"
				}
			}
		</script>
		<script id="vertexShader" type="x-shader/x-vertex">
			uniform mat4 textureMatrix;
			uniform float time;

			varying vec4 mirrorCoord;
			varying vec4 worldPosition;

			#include <common>
			#include <fog_pars_vertex>
			#include <shadowmap_pars_vertex>
			#include <logdepthbuf_pars_vertex>

			uniform vec4 waveA;
			uniform vec4 waveB;
			uniform vec4 waveC;

			vec3 GerstnerWave (vec4 wave, vec3 p) {
				float steepness = wave.z;
				float wavelength = wave.w;
				float k = 2.0 * PI / wavelength;
				float c = sqrt(9.8 / k);
				vec2 d = normalize(wave.xy);
				float f = k * (dot(d, p.xy) - c * time);
				float a = steepness / k;

				return vec3(
					d.x * (a * cos(f)),
					d.y * (a * cos(f)),
					a * sin(f)
				);
			}

			void main() {
				mirrorCoord = modelMatrix * vec4( position, 1.0 );
				worldPosition = mirrorCoord.xyzw;
				mirrorCoord = textureMatrix * mirrorCoord;

				vec3 p = position.xyz;
				p += GerstnerWave(waveA, position.xyz);
				p += GerstnerWave(waveB, position.xyz);
				p += GerstnerWave(waveC, position.xyz);
				gl_Position = projectionMatrix * modelViewMatrix * vec4( p.x, p.y, p.z, 1.0);

				#include <beginnormal_vertex>
				#include <defaultnormal_vertex>
				#include <logdepthbuf_vertex>
				#include <fog_vertex>
				#include <shadowmap_vertex>
			}
		</script>
		<script id="fragmentShader" type="x-shader/x-fragment">
			uniform sampler2D mirrorSampler;
			uniform float alpha;
			uniform float time;
			uniform float size;
			uniform float distortionScale;
			uniform sampler2D normalSampler;
			uniform vec3 sunColor;
			uniform vec3 sunDirection;
			uniform vec3 eye;
			uniform vec3 waterColor;

			varying vec4 mirrorCoord;
			varying vec4 worldPosition;

			vec4 getNoise( vec2 uv ) {
				vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
				vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
				vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
				vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
				vec4 noise = texture2D( normalSampler, uv0 ) +
					texture2D( normalSampler, uv1 ) +
					texture2D( normalSampler, uv2 ) +
					texture2D( normalSampler, uv3 );
				return noise * 0.5 - 1.0;
			}

			void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
				vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
				float direction = max( 0.0, dot( eyeDirection, reflection ) );
				specularColor += pow( direction, shiny ) * sunColor * spec;
				diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
			}

			#include <common>
			#include <packing>
			#include <bsdfs>
			#include <fog_pars_fragment>
			#include <logdepthbuf_pars_fragment>
			#include <lights_pars_begin>
			#include <shadowmap_pars_fragment>
			#include <shadowmask_pars_fragment>

			void main() {

				#include <logdepthbuf_fragment>
				vec4 noise = getNoise( worldPosition.xz * size );
				vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );

				vec3 diffuseLight = vec3(0.0);
				vec3 specularLight = vec3(0.0);

				vec3 worldToEye = eye-worldPosition.xyz;
				vec3 eyeDirection = normalize( worldToEye );
				sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );

				float distance = length(worldToEye);

				vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
				vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );

				float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
				float rf0 = 0.3;
				float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
				vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
				vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
				vec3 outgoingLight = albedo;
				gl_FragColor = vec4( outgoingLight, alpha );

				#include <tonemapping_fragment>
				#include <fog_fragment>
			}
		</script>
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		<script type="module" src="./main.js"></script>
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