Spaces:
Running
Running
File size: 2,996 Bytes
a28eca3 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 |
import {
UniformsLib,
UniformsUtils,
Matrix4
} from 'three';
/**
* Mesh Velocity Shader @bhouston
*/
const VelocityShader = {
name: 'VelocityShader',
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.displacementmap,
{
modelMatrixPrev: { value: new Matrix4() },
currentProjectionViewMatrix: { value: new Matrix4() },
previousProjectionViewMatrix: { value: new Matrix4() }
}
] ),
vertexShader: /* glsl */`
#define NORMAL
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
varying vec3 vViewPosition;
#endif
#include <common>
#include <packing>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
uniform mat4 previousProjectionViewMatrix;
uniform mat4 currentProjectionViewMatrix;
uniform mat4 modelMatrixPrev;
varying vec4 clipPositionCurrent;
varying vec4 clipPositionPrevious;
void main() {
#include <uv_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <displacementmap_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#ifdef USE_SKINNING
vec4 mvPosition = modelViewMatrix * skinned;
clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * skinned;
clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
#else
vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
#endif
gl_Position = projectionMatrix * mvPosition;
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
}
`,
fragmentShader: /* glsl */`
#define NORMAL
uniform float opacity;
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec4 clipPositionCurrent;
varying vec4 clipPositionPrevious;
void main() {
vec4 diffuseColor = vec4( 1.0 );
diffuseColor.a = opacity;
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
vec2 ndcPositionCurrent = clipPositionCurrent.xy/clipPositionCurrent.w;
vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
vel = vel * 0.5 + 0.5;
vec2 v1 = packDepthToRG(vel.x);
vec2 v2 = packDepthToRG(vel.y);
gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
#include <logdepthbuf_fragment>
}
`
};
export { VelocityShader };
|