BlueMap/BlueMapCommon/webapp/src/js/map/hires/HiresFragmentShader.js

76 lines
2.5 KiB
JavaScript

/*
* This file is part of BlueMap, licensed under the MIT License (MIT).
*
* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
* 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}
}
`;