80 lines
2.8 KiB
JavaScript
80 lines
2.8 KiB
JavaScript
/*
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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_FRAGMENT_SHADER = `
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${ShaderChunk.logdepthbuf_pars_fragment}
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#ifndef texture
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#define texture texture2D
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#endif
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struct TileMap {
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sampler2D map;
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float size;
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vec2 scale;
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vec2 translate;
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vec2 pos;
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};
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//uniform float sunlightStrength;
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//uniform float ambientLight;
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//uniform TileMap hiresTileMap;
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uniform sampler2D textureImage;
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varying vec3 vPosition;
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varying vec3 vWorldPosition;
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varying vec3 vNormal;
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varying vec2 vUv;
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varying vec3 vColor;
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varying float vDistance;
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void main() {
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//discard if hires tile is loaded at that position
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//if (vDistance < 1900.0 && texture(hiresTileMap.map, ((vWorldPosition.xz - hiresTileMap.translate) / hiresTileMap.scale - hiresTileMap.pos) / hiresTileMap.size + 0.5).r >= 1.0) discard;
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//vec4 color = vec4(vColor, 1.0);
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//float diff = max(dot(vNormal, vec3(0.3637, 0.7274, 0.5819)), 0.0) * 0.3 + 0.7;
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//color *= diff;
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//color *= mix(sunlightStrength, 1.0, ambientLight);
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//vec4 color = vec4(0.3637, 0.7274, 0.5819, 1.0);
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vec4 color = texture(textureImage, vec2(vPosition.x / 500.0, vPosition.z / 1000.0));
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float height = texture(textureImage, vec2(vPosition.x / 500.0, (vPosition.z + 500.0) / 1000.0)).b * 255.0;
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float heightX = texture(textureImage, vec2((vPosition.x + 1.0) / 500.0, (vPosition.z + 500.0) / 1000.0)).b * 255.0;
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float heightZ = texture(textureImage, vec2(vPosition.x / 500.0, (vPosition.z + 501.0) / 1000.0)).b * 255.0;
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float diff = (height - heightX) + (height - heightZ);
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color.rgb += clamp(diff * 0.04, -0.2, 0.04);
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gl_FragColor = color;
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${ShaderChunk.logdepthbuf_fragment}
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}
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`;
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