BlueMapWeb/src/map/lowres/LowresVertexShader.js

70 lines
2.2 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_VERTEX_SHADER = `
#include <common>
${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);
vec4 worldPos = modelMatrix * vec4(vPosition, 1);
vec4 viewPos = viewMatrix * worldPos;
vWorldPosition = worldPos.xyz;
vDistance = -viewPos.z;
gl_Position = projectionMatrix * viewPos;
${ShaderChunk.logdepthbuf_vertex}
}
`;