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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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59 lines
1.0 KiB
59 lines
1.0 KiB
( function () { |
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/** |
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* Normal map shader |
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* - compute normals from heightmap |
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*/ |
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const NormalMapShader = { |
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uniforms: { |
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'heightMap': { |
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value: null |
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}, |
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'resolution': { |
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value: new THREE.Vector2( 512, 512 ) |
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}, |
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'scale': { |
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value: new THREE.Vector2( 1, 1 ) |
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}, |
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'height': { |
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value: 0.05 |
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} |
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}, |
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vertexShader: |
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/* glsl */ |
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` |
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varying vec2 vUv; |
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void main() { |
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vUv = uv; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: |
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/* glsl */ |
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` |
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uniform float height; |
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uniform vec2 resolution; |
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uniform sampler2D heightMap; |
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varying vec2 vUv; |
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void main() { |
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float val = texture2D( heightMap, vUv ).x; |
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float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x; |
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float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x; |
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gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 ); |
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}` |
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}; |
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THREE.NormalMapShader = NormalMapShader; |
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} )();
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