2021-01-18 16:51:03 +01:00
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/*
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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 LOWRES_VERTEX_SHADER = `
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#include <common>
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${ShaderChunk.logdepthbuf_pars_vertex}
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2022-08-08 21:31:28 +02:00
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uniform sampler2D textureImage;
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2022-08-12 18:06:41 +02:00
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uniform vec2 tileSize;
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uniform vec2 textureSize;
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varying vec3 vPosition;
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varying vec3 vWorldPosition;
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2021-01-28 02:56:26 +01:00
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varying float vDistance;
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float metaToHeight(vec4 meta) {
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float heightUnsigned = meta.g * 65280.0 + meta.b * 255.0;
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if (heightUnsigned >= 32768.0) {
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return -(65535.0 - heightUnsigned);
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} else {
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return heightUnsigned;
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}
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}
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vec2 posToMetaUV(vec2 pos) {
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return vec2(pos.x / textureSize.x, pos.y / textureSize.y + 0.5);
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}
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void main() {
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vPosition = position;
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vec4 meta = texture(textureImage, posToMetaUV(position.xz));
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vPosition.y += metaToHeight(meta);
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vec4 worldPos = modelMatrix * vec4(vPosition, 1);
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vec4 viewPos = viewMatrix * worldPos;
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vWorldPosition = worldPos.xyz;
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vDistance = -viewPos.z;
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2021-01-28 02:56:26 +01:00
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gl_Position = projectionMatrix * viewPos;
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2021-01-18 16:51:03 +01:00
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${ShaderChunk.logdepthbuf_vertex}
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}
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2022-08-12 18:06:41 +02:00
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2021-01-18 16:51:03 +01:00
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`;
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