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- ( function () {
- // Parallax Occlusion shaders from
- // http://sunandblackcat.com/tipFullView.php?topicid=28
- // No tangent-space transforms logic based on
- // http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html
- var ParallaxShader = {
- // Ordered from fastest to best quality.
- modes: {
- none: 'NO_PARALLAX',
- basic: 'USE_BASIC_PARALLAX',
- steep: 'USE_STEEP_PARALLAX',
- occlusion: 'USE_OCLUSION_PARALLAX',
- // a.k.a. POM
- relief: 'USE_RELIEF_PARALLAX'
- },
- uniforms: {
- 'bumpMap': {
- value: null
- },
- 'map': {
- value: null
- },
- 'parallaxScale': {
- value: null
- },
- 'parallaxMinLayers': {
- value: null
- },
- 'parallaxMaxLayers': {
- value: null
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vViewPosition = -mvPosition.xyz;', ' vNormal = normalize( normalMatrix * normal );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform sampler2D bumpMap;', 'uniform sampler2D map;', 'uniform float parallaxScale;', 'uniform float parallaxMinLayers;', 'uniform float parallaxMaxLayers;', 'varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', '#ifdef USE_BASIC_PARALLAX', ' vec2 parallaxMap( in vec3 V ) {', ' float initialHeight = texture2D( bumpMap, vUv ).r;', // No Offset Limitting: messy, floating output at grazing angles.
- //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
- // Offset Limiting
- ' vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;', ' return vUv - texCoordOffset;', ' }', '#else', ' vec2 parallaxMap( in vec3 V ) {', // Determine number of layers from angle between V and N
- ' float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );', ' float layerHeight = 1.0 / numLayers;', ' float currentLayerHeight = 0.0;', // Shift of texture coordinates for each iteration
- ' vec2 dtex = parallaxScale * V.xy / V.z / numLayers;', ' vec2 currentTextureCoords = vUv;', ' float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // while ( heightFromTexture > currentLayerHeight )
- // Infinite loops are not well supported. Do a "large" finite
- // loop, but not too large, as it slows down some compilers.
- ' for ( int i = 0; i < 30; i += 1 ) {', ' if ( heightFromTexture <= currentLayerHeight ) {', ' break;', ' }', ' currentLayerHeight += layerHeight;', // Shift texture coordinates along vector V
- ' currentTextureCoords -= dtex;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', ' }', ' #ifdef USE_STEEP_PARALLAX', ' return currentTextureCoords;', ' #elif defined( USE_RELIEF_PARALLAX )', ' vec2 deltaTexCoord = dtex / 2.0;', ' float deltaHeight = layerHeight / 2.0;', // Return to the mid point of previous layer
- ' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', // Binary search to increase precision of Steep Parallax Mapping
- ' const int numSearches = 5;', ' for ( int i = 0; i < numSearches; i += 1 ) {', ' deltaTexCoord /= 2.0;', ' deltaHeight /= 2.0;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // Shift along or against vector V
- ' if( heightFromTexture > currentLayerHeight ) {', // Below the surface
- ' currentTextureCoords -= deltaTexCoord;', ' currentLayerHeight += deltaHeight;', ' } else {', // above the surface
- ' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', ' }', ' }', ' return currentTextureCoords;', ' #elif defined( USE_OCLUSION_PARALLAX )', ' vec2 prevTCoords = currentTextureCoords + dtex;', // Heights for linear interpolation
- ' float nextH = heightFromTexture - currentLayerHeight;', ' float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;', // Proportions for linear interpolation
- ' float weight = nextH / ( nextH - prevH );', // Interpolation of texture coordinates
- ' return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );', ' #else', // NO_PARALLAX
- ' return vUv;', ' #endif', ' }', '#endif', 'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {', ' vec2 texDx = dFdx( vUv );', ' vec2 texDy = dFdy( vUv );', ' vec3 vSigmaX = dFdx( surfPosition );', ' vec3 vSigmaY = dFdy( surfPosition );', ' vec3 vR1 = cross( vSigmaY, surfNormal );', ' vec3 vR2 = cross( surfNormal, vSigmaX );', ' float fDet = dot( vSigmaX, vR1 );', ' vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );', ' vec3 vProjVtex;', ' vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;', ' vProjVtex.z = dot( surfNormal, viewPosition );', ' return parallaxMap( vProjVtex );', '}', 'void main() {', ' vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );', ' gl_FragColor = texture2D( map, mapUv );', '}' ].join( '\n' )
- };
- THREE.ParallaxShader = ParallaxShader;
- } )();
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