/** * @author alteredq / http://alteredqualia.com/ * * Normal map shader * - compute normals from heightmap */ THREE.NormalMapShader = { uniforms: { "heightMap": { type: "t", value: null }, "resolution": { type: "v2", value: new THREE.Vector2( 512, 512 ) }, "scale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }, "height": { type: "f", value: 0.05 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "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 );", "}" ].join("\n") };