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