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- // 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' )
- };
- export { ParallaxShader };
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