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