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@@ -0,0 +1,51 @@
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+import Node from '../core/Node.js';
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+import { float, vec3, add, mul, div, dot, normalize, abs, texture, positionWorld, normalWorld } from '../shadernode/ShaderNodeBaseElements.js';
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+
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+class TriplanarTexturesNode extends Node {
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+
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+ constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionWorld, normalNode = normalWorld ) {
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+
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+ super( 'vec4' );
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+
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+ this.textureXNode = textureXNode;
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+ this.textureYNode = textureYNode;
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+ this.textureZNode = textureZNode;
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+
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+ this.scaleNode = scaleNode;
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+
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+ this.positionNode = positionNode;
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+ this.normalNode = normalNode;
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+
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+ }
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+
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+ construct() {
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+
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+ const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
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+
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+ // Ref: https://github.com/keijiro/StandardTriplanar
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+
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+ // Blending factor of triplanar mapping
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+ let bf = normalize( abs( normalNode ) );
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+ bf = div( bf, dot( bf, vec3( 1.0 ) ) );
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+
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+ // Triplanar mapping
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+ const tx = mul( positionNode.yz, scaleNode );
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+ const ty = mul( positionNode.zx, scaleNode );
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+ const tz = mul( positionNode.xy, scaleNode );
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+
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+ // Base color
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+ const textureX = textureXNode.value;
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+ const textureY = textureYNode !== null ? textureYNode.value : textureX;
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+ const textureZ = textureZNode !== null ? textureZNode.value : textureX;
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+
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+ const cx = mul( texture( textureX, tx ), bf.x );
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+ const cy = mul( texture( textureY, ty ), bf.y );
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+ const cz = mul( texture( textureZ, tz ), bf.z );
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+
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+ return add( cx, cy, cz );
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+
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+ }
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+
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+}
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+
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+export default TriplanarTexturesNode;
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