56 lines
		
	
	
		
			995 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			995 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
 | |
| 	Vector2
 | |
| } from 'three';
 | |
| 
 | |
| /**
 | |
|  * Normal map shader
 | |
|  * - compute normals from heightmap
 | |
|  */
 | |
| 
 | |
| const NormalMapShader = {
 | |
| 
 | |
| 	name: 'NormalMapShader',
 | |
| 
 | |
| 	uniforms: {
 | |
| 
 | |
| 		'heightMap': { value: null },
 | |
| 		'resolution': { value: new Vector2( 512, 512 ) },
 | |
| 		'scale': { value: new 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 );
 | |
| 
 | |
| 		}`
 | |
| 
 | |
| };
 | |
| 
 | |
| export { NormalMapShader };
 |