/* * 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_VERTEX_SHADER = ` #include ${ShaderChunk.logdepthbuf_pars_vertex} uniform sampler2D textureImage; uniform vec2 tileSize; uniform vec2 textureSize; varying vec3 vPosition; varying vec3 vWorldPosition; varying float vDistance; float metaToHeight(vec4 meta) { float heightUnsigned = meta.g * 65280.0 + meta.b * 255.0; if (heightUnsigned >= 32768.0) { return -(65535.0 - heightUnsigned); } else { return heightUnsigned; } } vec2 posToMetaUV(vec2 pos) { return vec2(pos.x / textureSize.x, pos.y / textureSize.y + 0.5); } void main() { vPosition = position; vec4 meta = texture(textureImage, posToMetaUV(position.xz)); vPosition.y = metaToHeight(meta) + 1.0 - position.x * 0.0001 - position.z * 0.0002; //including small offset-tilt to prevent z-fighting vec4 worldPos = modelMatrix * vec4(vPosition, 1); vec4 viewPos = viewMatrix * worldPos; vWorldPosition = worldPos.xyz; vDistance = -viewPos.z; gl_Position = projectionMatrix * viewPos; ${ShaderChunk.logdepthbuf_vertex} } `;