98 lines
3.1 KiB
JavaScript
98 lines
3.1 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;
|
|
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);
|
|
color.rgb += clamp(diff * 0.04, -0.2, 0.04);
|
|
|
|
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}
|
|
}
|
|
|
|
`;
|