/* * 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 LOWRES_FRAGMENT_SHADER = ` ${ShaderChunk.logdepthbuf_pars_fragment} #ifndef texture #define texture texture2D #endif struct TileMap { sampler2D map; float size; vec2 scale; vec2 translate; vec2 pos; }; uniform float sunlightStrength; uniform float ambientLight; uniform TileMap hiresTileMap; varying vec3 vPosition; varying vec3 vWorldPosition; varying vec3 vNormal; varying vec2 vUv; varying vec3 vColor; varying float vDistance; void main() { //discard if hires tile is loaded at that position if (vDistance < 1900.0 && texture(hiresTileMap.map, ((vWorldPosition.xz - hiresTileMap.translate) / hiresTileMap.scale - hiresTileMap.pos) / hiresTileMap.size + 0.5).r >= 1.0) discard; vec4 color = vec4(vColor, 1.0); float diff = max(dot(vNormal, vec3(0.3637, 0.7274, 0.5819)), 0.0) * 0.3 + 0.7; color *= diff; color *= mix(sunlightStrength, 1.0, ambientLight); gl_FragColor = color; ${ShaderChunk.logdepthbuf_fragment} } `;