diff --git a/src/map/lowres/LowresFragmentShader.js b/src/map/lowres/LowresFragmentShader.js index af31043..b7e132b 100644 --- a/src/map/lowres/LowresFragmentShader.js +++ b/src/map/lowres/LowresFragmentShader.js @@ -27,6 +27,10 @@ import { ShaderChunk } from 'three'; export const LOWRES_FRAGMENT_SHADER = ` ${ShaderChunk.logdepthbuf_pars_fragment} +#define PI 3.1415926535897932 +#define PI_HALF 1.5707963267948966 +#define PI_D10 0.3141592653589793 + #ifndef texture #define texture texture2D #endif @@ -83,7 +87,25 @@ void main() { float heightX = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(1.0, 0.0)))); float heightZ = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(0.0, 1.0)))); float diff = (height - heightX) + (height - heightZ); - color.rgb += clamp(diff * 0.04, -0.2, 0.04); + vec3 defaultRGB = color.rgb + clamp(diff * 0.04, -0.2, 0.04); + vec3 occRGB = color.rgb + clamp(diff * 0.02, -0.1, 0.04); + + float ao = 0.0; + const float r = 3.0; + const float step = 0.2; + for (float vx = -r; vx <= r; vx++) { + for (float vz = -r; vz <= r; vz++) { + diff = height - metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(vx * step, vz * step)))); + if (diff < 0.0) { + ao -= step / r; + } + } + } + occRGB += ao * 0.1; + + vec3 rgb = mix(defaultRGB, occRGB, smoothstep(PI_HALF + PI_D10, PI - PI_D10, acos(clamp(viewMatrix[1][1] - 1.0, -1.0, 0.0)))); + + color.rgb = rgb; float blockLight = metaToLight(meta); float light = mix(blockLight, 15.0, sunlightStrength);