/* * This file is part of BlueMap, licensed under the MIT License (MIT). * * Copyright (c) Blue (Lukas Rieger) * Copyright (c) contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the 'Software'), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import { ShaderChunk } from 'three'; export const HIRES_FRAGMENT_SHADER = ` ${ShaderChunk.logdepthbuf_pars_fragment} #ifndef texture #define texture texture2D #endif uniform sampler2D textureImage; uniform float sunlightStrength; uniform float ambientLight; uniform float animationFrameHeight; uniform float animationFrameIndex; uniform float animationInterpolationFrameIndex; uniform float animationInterpolation; varying vec3 vPosition; //varying vec3 vWorldPosition; varying vec3 vNormal; varying vec2 vUv; varying vec3 vColor; varying float vAo; varying float vSunlight; varying float vBlocklight; //varying float vDistance; void main() { vec4 color = texture(textureImage, vec2(vUv.x, animationFrameHeight * (vUv.y + animationFrameIndex))); if (animationInterpolation > 0.0) { color = mix(color, texture(textureImage, vec2(vUv.x, animationFrameHeight * (vUv.y + animationInterpolationFrameIndex))), animationInterpolation); } if (color.a <= 0.01) discard; //apply vertex-color color.rgb *= vColor.rgb; //apply ao color.rgb *= vAo; //apply light float light = mix(vBlocklight, max(vSunlight, vBlocklight), sunlightStrength); color.rgb *= mix(ambientLight, 1.0, light / 15.0); gl_FragColor = color; ${ShaderChunk.logdepthbuf_fragment} } `;