2022-11-24 11:43:11 -07:00
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export const vertexShader = `
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// Uniforms are data that are shared between shaders
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// The contain data that are uniform across the entire frame.
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// The heightmap and scaling constant for each point are uniforms in this respect.
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// A uniform to contain the heightmap image
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uniform sampler2D bumpTexture;
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// A uniform to contain the scaling constant
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uniform float bumpScale;
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// Varyings are variables whose values are decided in the vertext shader
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// But whose values are then needed in the fragment shader
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// A variable to store the height of the point
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varying float vAmount;
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// The UV mapping coordinates of a vertex
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varying vec2 vUV;
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void main()
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{
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// The "coordinates" in UV mapping representation
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vUV = uv;
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// The heightmap data at those coordinates
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vec4 bumpData = texture2D(bumpTexture, uv);
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// height map is grayscale, so it doesn't matter if you use r, g, or b.
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vAmount = bumpData.r;
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// move the position along the normal
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vec3 newPosition = position + normal * bumpScale * vAmount;
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// Compute the position of the vertex using a standard formula
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gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
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}
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`;
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export const fragmentShader = `
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// A uniform for the terrain texture image
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uniform sampler2D terrainTexture;
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// Get the varyings from the vertex shader
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varying vec2 vUV;
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// vAmount isn't really used, but could be if necessary
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varying float vAmount;
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uniform lowp float shadows;
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uniform lowp float highlights;
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const mediump vec3 luminanceWeighting = vec3(0.3, 0.3, 0.3);
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void main()
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{
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// Get the color of the fragment from the texture map
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// at that coordinate in the UV mapping
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vec4 source = texture2D(terrainTexture, vUV);
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2022-11-25 00:26:44 -07:00
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float x = vUV.x;
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float y = vUV.y;
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float r = source.r - 0.05 - 0.0 * sin(x * 3.14 * 0.5);
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float g = source.g - 0.05 - 0.05 * sin(y * 10.0);
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float b = source.b + 0.1 - 0.05 * sin(y * 10.0);
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gl_FragColor = vec4(r, g, b, 1.0);
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2022-11-24 11:43:11 -07:00
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}
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`;
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