import { Vector2 } from 'three'; /** * Normal map shader * - compute normals from heightmap */ const NormalMapShader = { name: 'NormalMapShader', uniforms: { 'heightMap': { value: null }, 'resolution': { value: new Vector2( 512, 512 ) }, 'scale': { value: new Vector2( 1, 1 ) }, 'height': { value: 0.05 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` uniform float height; uniform vec2 resolution; uniform sampler2D heightMap; varying vec2 vUv; void main() { float val = texture2D( heightMap, vUv ).x; float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x; float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x; gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 ); }` }; export { NormalMapShader };