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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;
- } )();
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