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