BlueMapWeb/src/map/lowres/LowresFragmentShader.js

120 lines
3.7 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 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
struct TileMap {
sampler2D map;
float size;
vec2 scale;
vec2 translate;
vec2 pos;
};
uniform float sunlightStrength;
uniform float ambientLight;
uniform TileMap hiresTileMap;
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;
}
}
float metaToLight(vec4 meta) {
return meta.r * 255.0;
}
vec2 posToColorUV(vec2 pos) {
return vec2(pos.x / textureSize.x, min(pos.y, tileSize.y) / textureSize.y);
}
vec2 posToMetaUV(vec2 pos) {
return vec2(pos.x / textureSize.x, pos.y / textureSize.y + 0.5);
}
void main() {
//discard if hires tile is loaded at that position
if (vDistance < 900.0 && texture(hiresTileMap.map, ((vWorldPosition.xz - hiresTileMap.translate) / hiresTileMap.scale - hiresTileMap.pos) / hiresTileMap.size + 0.5).r > 0.75) discard;
vec4 color = texture(textureImage, posToColorUV(vPosition.xz));
vec4 meta = texture(textureImage, posToMetaUV(vPosition.xz));
float height = metaToHeight(meta);
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);
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);
color.rgb *= mix(ambientLight, 1.0, light / 15.0);
gl_FragColor = color;
${ShaderChunk.logdepthbuf_fragment}
}
`;