add normal calculation to vertex shader

This commit is contained in:
Julian
2020-01-25 19:39:07 +01:00
parent 119dbd2053
commit 4bb5a4e162
2 changed files with 132 additions and 32 deletions

View File

@@ -78,10 +78,10 @@
}
void main(void) {
float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.007+uTime*0.0001,uTime*0.00005),8,2.0); //Should be scaled along arbitary axis
float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.007+uTime*0.00005,uTime*0.00005),8,2.0); //Should be scaled along arbitary axis
//float n = noise(vec3(gl_FragCoord.xy*0.01,uTime));
//vec3 cloudEffect = clouds(gl_FragCoord.x*0.005, gl_FragCoord.y*0.005);
vec3 color = n + (vec3(1., 1., 1.)/2.);
vec3 color = n + (vec3(1., 1., 1.)/2.); //Scales the height off the waves (/8.0)
gl_FragColor = vec4(color,1.0);
}
</script>
@@ -95,23 +95,81 @@
<script id="default-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 v_normal;
varying vec3 v_fragPos;
vec3 lightPos = vec3(0.,-1.,10.);
vec3 lightColor = vec3(1.0,1.0,1.0);
void main(void) {
gl_FragColor = vec4(0.0,0.0,1.0,1.0);
//gl_FragColor = vec4(0.0,0.0,1.0-v_height,1.0);
vec3 norm = normalize(v_normal);
vec3 lightDir = normalize(lightPos- v_fragPos);
float diff = max(dot(norm,lightDir),0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
//gl_FragColor = vec4(v_normal,1.0);
gl_FragColor = vec4(result,1.0);
}
</script>
<script id="default-vs" type="x-shader/x-vertex">
attribute vec3 positionAttr;
uniform mat4 MVP;
uniform mat4 model;
uniform mat4 projection;
uniform float uTime;
uniform sampler2D displace_map;
//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
//using forward difference
varying vec3 v_normal;
varying vec3 v_fragPos;
void main(void) {
vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y));
gl_Position = MVP * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
gl_PointSize = 10.;
vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
gl_Position = projection * worldPos;
v_fragPos = worldPos.xyz;
//calculate normal
float gridPointDelta = 1. / (128. + 1.);
vec3 currPoint = vec3(0.0,0.0,displace.x);
vec3 nextPoint = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(positionAttr.x + gridPointDelta,positionAttr.y)).x);
vec3 biNormal = normalize(nextPoint - currPoint);
vec3 upperPoint = vec3(0.0,gridPointDelta,texture2D(displace_map,vec2(positionAttr.x,positionAttr.y+gridPointDelta)).x);
vec3 biTangent = normalize(upperPoint - currPoint);
//v_normal = binormDelta;
v_normal = cross(biNormal, biTangent);
}
</script>
</script>
<script id="texture-fs" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_uv;
void main(void) {
gl_FragColor = texture2D(u_texture, v_uv);
}
</script>
<script id="texture-vs" type="x-shader/x-vertex">
attribute vec3 positionAttr;
attribute vec2 a_uv;
varying vec2 v_uv;
uniform mat4 u_mvp;
void main(void) {
gl_Position = u_mvp * vec4(positionAttr, 1.0);
v_uv = a_uv;
}
</script>
</header>
<body>