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56 lines
1017 B
56 lines
1017 B
2 years ago
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( function () {
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/**
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* Normal map shader
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* - compute normals from heightmap
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*/
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const NormalMapShader = {
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uniforms: {
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'heightMap': {
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value: null
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},
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'resolution': {
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value: new THREE.Vector2( 512, 512 )
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},
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'scale': {
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value: new THREE.Vector2( 1, 1 )
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},
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'height': {
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value: 0.05
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}
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float height;
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uniform vec2 resolution;
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uniform sampler2D heightMap;
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varying vec2 vUv;
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void main() {
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float val = texture2D( heightMap, vUv ).x;
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float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;
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float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;
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gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );
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}`
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};
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THREE.NormalMapShader = NormalMapShader;
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} )();
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