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