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184
node_modules/three/examples/js/shaders/ParallaxShader.js
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184
node_modules/three/examples/js/shaders/ParallaxShader.js
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// Parallax Occlusion shaders from
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// http://sunandblackcat.com/tipFullView.php?topicid=28
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// No tangent-space transforms logic based on
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// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html
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THREE.ParallaxShader = {
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// Ordered from fastest to best quality.
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modes: {
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none: 'NO_PARALLAX',
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basic: 'USE_BASIC_PARALLAX',
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steep: 'USE_STEEP_PARALLAX',
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occlusion: 'USE_OCLUSION_PARALLAX', // a.k.a. POM
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relief: 'USE_RELIEF_PARALLAX'
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},
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uniforms: {
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'bumpMap': { value: null },
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'map': { value: null },
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'parallaxScale': { value: null },
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'parallaxMinLayers': { value: null },
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'parallaxMaxLayers': { value: null }
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},
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vertexShader: [
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'varying vec2 vUv;',
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'varying vec3 vViewPosition;',
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'varying vec3 vNormal;',
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'void main() {',
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' vUv = uv;',
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' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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' vViewPosition = -mvPosition.xyz;',
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' vNormal = normalize( normalMatrix * normal );',
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' gl_Position = projectionMatrix * mvPosition;',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform sampler2D bumpMap;',
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'uniform sampler2D map;',
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'uniform float parallaxScale;',
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'uniform float parallaxMinLayers;',
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'uniform float parallaxMaxLayers;',
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'varying vec2 vUv;',
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'varying vec3 vViewPosition;',
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'varying vec3 vNormal;',
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'#ifdef USE_BASIC_PARALLAX',
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' vec2 parallaxMap( in vec3 V ) {',
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' float initialHeight = texture2D( bumpMap, vUv ).r;',
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// No Offset Limitting: messy, floating output at grazing angles.
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//"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
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// Offset Limiting
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' vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;',
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' return vUv - texCoordOffset;',
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' }',
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'#else',
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' vec2 parallaxMap( in vec3 V ) {',
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// Determine number of layers from angle between V and N
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' float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );',
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' float layerHeight = 1.0 / numLayers;',
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' float currentLayerHeight = 0.0;',
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// Shift of texture coordinates for each iteration
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' vec2 dtex = parallaxScale * V.xy / V.z / numLayers;',
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' vec2 currentTextureCoords = vUv;',
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' float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',
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// while ( heightFromTexture > currentLayerHeight )
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// Infinite loops are not well supported. Do a "large" finite
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// loop, but not too large, as it slows down some compilers.
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' for ( int i = 0; i < 30; i += 1 ) {',
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' if ( heightFromTexture <= currentLayerHeight ) {',
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' break;',
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' }',
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' currentLayerHeight += layerHeight;',
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// Shift texture coordinates along vector V
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' currentTextureCoords -= dtex;',
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' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',
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' }',
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' #ifdef USE_STEEP_PARALLAX',
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' return currentTextureCoords;',
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' #elif defined( USE_RELIEF_PARALLAX )',
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' vec2 deltaTexCoord = dtex / 2.0;',
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' float deltaHeight = layerHeight / 2.0;',
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// Return to the mid point of previous layer
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' currentTextureCoords += deltaTexCoord;',
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' currentLayerHeight -= deltaHeight;',
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// Binary search to increase precision of Steep Parallax Mapping
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' const int numSearches = 5;',
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' for ( int i = 0; i < numSearches; i += 1 ) {',
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' deltaTexCoord /= 2.0;',
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' deltaHeight /= 2.0;',
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' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',
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// Shift along or against vector V
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' if( heightFromTexture > currentLayerHeight ) {', // Below the surface
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' currentTextureCoords -= deltaTexCoord;',
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' currentLayerHeight += deltaHeight;',
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' } else {', // above the surface
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' currentTextureCoords += deltaTexCoord;',
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' currentLayerHeight -= deltaHeight;',
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' }',
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' }',
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' return currentTextureCoords;',
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' #elif defined( USE_OCLUSION_PARALLAX )',
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' vec2 prevTCoords = currentTextureCoords + dtex;',
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// Heights for linear interpolation
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' float nextH = heightFromTexture - currentLayerHeight;',
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' float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;',
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// Proportions for linear interpolation
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' float weight = nextH / ( nextH - prevH );',
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// Interpolation of texture coordinates
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' return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );',
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' #else', // NO_PARALLAX
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' return vUv;',
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' #endif',
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' }',
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'#endif',
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'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {',
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' vec2 texDx = dFdx( vUv );',
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' vec2 texDy = dFdy( vUv );',
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' vec3 vSigmaX = dFdx( surfPosition );',
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' vec3 vSigmaY = dFdy( surfPosition );',
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' vec3 vR1 = cross( vSigmaY, surfNormal );',
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' vec3 vR2 = cross( surfNormal, vSigmaX );',
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' float fDet = dot( vSigmaX, vR1 );',
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' vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );',
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' vec3 vProjVtex;',
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' vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;',
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' vProjVtex.z = dot( surfNormal, viewPosition );',
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' return parallaxMap( vProjVtex );',
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'}',
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'void main() {',
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' vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );',
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' gl_FragColor = texture2D( map, mapUv );',
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'}'
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].join( '\n' )
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};
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