| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 | ( 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;} )();
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