BlueMapWeb/src/map/lowres/LowresFragmentShader.js

80 lines
2.8 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}
#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;
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);
//vec4 color = vec4(0.3637, 0.7274, 0.5819, 1.0);
vec4 color = texture(textureImage, vec2(vPosition.x / 500.0, vPosition.z / 1000.0));
float height = texture(textureImage, vec2(vPosition.x / 500.0, (vPosition.z + 500.0) / 1000.0)).b * 255.0;
float heightX = texture(textureImage, vec2((vPosition.x + 1.0) / 500.0, (vPosition.z + 500.0) / 1000.0)).b * 255.0;
float heightZ = texture(textureImage, vec2(vPosition.x / 500.0, (vPosition.z + 501.0) / 1000.0)).b * 255.0;
float diff = (height - heightX) + (height - heightZ);
color.rgb += clamp(diff * 0.04, -0.2, 0.04);
gl_FragColor = color;
${ShaderChunk.logdepthbuf_fragment}
}
`;