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