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