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- ( function () {
- /**
- * Normal map shader
- * - compute normals from heightmap
- */
- var NormalMapShader = {
- uniforms: {
- 'heightMap': {
- value: null
- },
- 'resolution': {
- value: new THREE.Vector2( 512, 512 )
- },
- 'scale': {
- value: new THREE.Vector2( 1, 1 )
- },
- 'height': {
- value: 0.05
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ '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 );', '}' ].join( '\n' )
- };
- THREE.NormalMapShader = NormalMapShader;
- } )();
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