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198 lines
5.0 KiB
198 lines
5.0 KiB
( function () {
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// Parallax Occlusion shaders from
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// http://sunandblackcat.com/tipFullView.php?topicid=28
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// No tangent-space transforms logic based on
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// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html
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const ParallaxShader = {
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// Ordered from fastest to best quality.
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modes: {
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none: 'NO_PARALLAX',
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basic: 'USE_BASIC_PARALLAX',
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steep: 'USE_STEEP_PARALLAX',
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occlusion: 'USE_OCLUSION_PARALLAX',
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// a.k.a. POM
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relief: 'USE_RELIEF_PARALLAX'
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},
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uniforms: {
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'bumpMap': {
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value: null
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},
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'map': {
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value: null
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},
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'parallaxScale': {
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value: null
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},
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'parallaxMinLayers': {
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value: null
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},
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'parallaxMaxLayers': {
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value: null
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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varying vec3 vViewPosition;
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varying vec3 vNormal;
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void main() {
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vUv = uv;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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vViewPosition = -mvPosition.xyz;
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vNormal = normalize( normalMatrix * normal );
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gl_Position = projectionMatrix * mvPosition;
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform sampler2D bumpMap;
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uniform sampler2D map;
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uniform float parallaxScale;
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uniform float parallaxMinLayers;
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uniform float parallaxMaxLayers;
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varying vec2 vUv;
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varying vec3 vViewPosition;
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varying vec3 vNormal;
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#ifdef USE_BASIC_PARALLAX
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vec2 parallaxMap( in vec3 V ) {
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float initialHeight = texture2D( bumpMap, vUv ).r;
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// No Offset Limitting: messy, floating output at grazing angles.
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//"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
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// Offset Limiting
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vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;
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return vUv - texCoordOffset;
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}
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#else
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vec2 parallaxMap( in vec3 V ) {
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// Determine number of layers from angle between V and N
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float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );
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float layerHeight = 1.0 / numLayers;
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float currentLayerHeight = 0.0;
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// Shift of texture coordinates for each iteration
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vec2 dtex = parallaxScale * V.xy / V.z / numLayers;
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vec2 currentTextureCoords = vUv;
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float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
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// while ( heightFromTexture > currentLayerHeight )
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// Infinite loops are not well supported. Do a "large" finite
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// loop, but not too large, as it slows down some compilers.
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for ( int i = 0; i < 30; i += 1 ) {
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if ( heightFromTexture <= currentLayerHeight ) {
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break;
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}
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currentLayerHeight += layerHeight;
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// Shift texture coordinates along vector V
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currentTextureCoords -= dtex;
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heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
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}
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#ifdef USE_STEEP_PARALLAX
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return currentTextureCoords;
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#elif defined( USE_RELIEF_PARALLAX )
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vec2 deltaTexCoord = dtex / 2.0;
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float deltaHeight = layerHeight / 2.0;
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// Return to the mid point of previous layer
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currentTextureCoords += deltaTexCoord;
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currentLayerHeight -= deltaHeight;
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// Binary search to increase precision of Steep Parallax Mapping
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const int numSearches = 5;
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for ( int i = 0; i < numSearches; i += 1 ) {
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deltaTexCoord /= 2.0;
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deltaHeight /= 2.0;
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heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
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// Shift along or against vector V
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if( heightFromTexture > currentLayerHeight ) { // Below the surface
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currentTextureCoords -= deltaTexCoord;
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currentLayerHeight += deltaHeight;
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} else { // above the surface
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currentTextureCoords += deltaTexCoord;
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currentLayerHeight -= deltaHeight;
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}
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}
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return currentTextureCoords;
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#elif defined( USE_OCLUSION_PARALLAX )
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vec2 prevTCoords = currentTextureCoords + dtex;
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// Heights for linear interpolation
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float nextH = heightFromTexture - currentLayerHeight;
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float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;
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// Proportions for linear interpolation
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float weight = nextH / ( nextH - prevH );
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// Interpolation of texture coordinates
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return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );
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#else // NO_PARALLAX
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return vUv;
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#endif
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}
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#endif
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vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {
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vec2 texDx = dFdx( vUv );
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vec2 texDy = dFdy( vUv );
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vec3 vSigmaX = dFdx( surfPosition );
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vec3 vSigmaY = dFdy( surfPosition );
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vec3 vR1 = cross( vSigmaY, surfNormal );
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vec3 vR2 = cross( surfNormal, vSigmaX );
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float fDet = dot( vSigmaX, vR1 );
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vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );
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vec3 vProjVtex;
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vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;
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vProjVtex.z = dot( surfNormal, viewPosition );
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return parallaxMap( vProjVtex );
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}
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void main() {
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vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );
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gl_FragColor = texture2D( map, mapUv );
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}`
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};
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THREE.ParallaxShader = ParallaxShader;
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} )();
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