mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 23:44:56 +01:00
54 lines
1.0 KiB
JavaScript
54 lines
1.0 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Normal map shader
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* - compute normals from heightmap
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*/
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THREE.NormalMapShader = {
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uniforms: {
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"heightMap": { type: "t", value: null },
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"resolution": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
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"scale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"height": { type: "f", value: 0.05 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float height;",
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"uniform vec2 resolution;",
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"uniform sampler2D heightMap;",
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"varying vec2 vUv;",
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"void main() {",
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"float val = texture2D( heightMap, vUv ).x;",
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"float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
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"float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
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"gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
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"}"
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].join("\n")
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};
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