You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
129 lines
2.9 KiB
129 lines
2.9 KiB
2 years ago
|
import {
|
||
|
UniformsLib,
|
||
|
UniformsUtils,
|
||
|
Matrix4
|
||
|
} from 'three';
|
||
|
|
||
|
/**
|
||
|
* Mesh Velocity Shader @bhouston
|
||
|
*/
|
||
|
|
||
|
const VelocityShader = {
|
||
|
|
||
|
uniforms: UniformsUtils.merge( [
|
||
|
UniformsLib.common,
|
||
|
UniformsLib.displacementmap,
|
||
|
{
|
||
|
modelMatrixPrev: { value: new Matrix4() },
|
||
|
currentProjectionViewMatrix: { value: new Matrix4() },
|
||
|
previousProjectionViewMatrix: { value: new Matrix4() }
|
||
|
}
|
||
|
] ),
|
||
|
|
||
|
vertexShader: /* glsl */`
|
||
|
#define NORMAL
|
||
|
|
||
|
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
|
||
|
|
||
|
varying vec3 vViewPosition;
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
|
||
|
uniform mat4 previousProjectionViewMatrix;
|
||
|
uniform mat4 currentProjectionViewMatrix;
|
||
|
|
||
|
uniform mat4 modelMatrixPrev;
|
||
|
|
||
|
varying vec4 clipPositionCurrent;
|
||
|
varying vec4 clipPositionPrevious;
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
|
||
|
#include <uv_vertex>
|
||
|
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
|
||
|
#ifdef USE_SKINNING
|
||
|
|
||
|
vec4 mvPosition = modelViewMatrix * skinned;
|
||
|
clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * skinned;
|
||
|
clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
|
||
|
|
||
|
#else
|
||
|
|
||
|
vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
|
||
|
clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
|
||
|
clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
gl_Position = projectionMatrix * mvPosition;
|
||
|
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
}
|
||
|
`,
|
||
|
fragmentShader: /* glsl */`
|
||
|
#define NORMAL
|
||
|
|
||
|
uniform float opacity;
|
||
|
|
||
|
#include <packing>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
|
||
|
varying vec4 clipPositionCurrent;
|
||
|
varying vec4 clipPositionPrevious;
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vec4 diffuseColor = vec4( 1.0 );
|
||
|
diffuseColor.a = opacity;
|
||
|
|
||
|
#include <map_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
|
||
|
vec2 ndcPositionCurrent = clipPositionCurrent.xy/clipPositionCurrent.w;
|
||
|
vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
|
||
|
vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
|
||
|
vel = vel * 0.5 + 0.5;
|
||
|
vec2 v1 = packDepthToRG(vel.x);
|
||
|
vec2 v2 = packDepthToRG(vel.y);
|
||
|
gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
|
||
|
|
||
|
#include <logdepthbuf_fragment>
|
||
|
|
||
|
}
|
||
|
|
||
|
`
|
||
|
};
|
||
|
|
||
|
export { VelocityShader };
|