131 lines
2.9 KiB
JavaScript
131 lines
2.9 KiB
JavaScript
import {
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UniformsLib,
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UniformsUtils,
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Matrix4
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} from 'three';
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/**
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* Mesh Velocity Shader @bhouston
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*/
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const VelocityShader = {
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name: 'VelocityShader',
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uniforms: UniformsUtils.merge( [
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UniformsLib.common,
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UniformsLib.displacementmap,
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{
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modelMatrixPrev: { value: new Matrix4() },
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currentProjectionViewMatrix: { value: new Matrix4() },
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previousProjectionViewMatrix: { value: new Matrix4() }
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}
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] ),
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vertexShader: /* glsl */`
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#define NORMAL
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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
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varying vec3 vViewPosition;
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#endif
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#include <common>
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#include <packing>
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#include <uv_pars_vertex>
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#include <displacementmap_pars_vertex>
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#include <normal_pars_vertex>
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#include <morphtarget_pars_vertex>
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#include <skinning_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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uniform mat4 previousProjectionViewMatrix;
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uniform mat4 currentProjectionViewMatrix;
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uniform mat4 modelMatrixPrev;
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varying vec4 clipPositionCurrent;
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varying vec4 clipPositionPrevious;
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void main() {
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#include <uv_vertex>
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#include <beginnormal_vertex>
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#include <morphnormal_vertex>
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#include <skinbase_vertex>
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#include <skinnormal_vertex>
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#include <defaultnormal_vertex>
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#include <normal_vertex>
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#include <begin_vertex>
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#include <morphtarget_vertex>
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#include <displacementmap_vertex>
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#include <morphtarget_vertex>
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#include <skinning_vertex>
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#ifdef USE_SKINNING
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vec4 mvPosition = modelViewMatrix * skinned;
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clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * skinned;
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clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
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#else
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vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
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clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
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clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
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#endif
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gl_Position = projectionMatrix * mvPosition;
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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}
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`,
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fragmentShader: /* glsl */`
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#define NORMAL
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uniform float opacity;
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#include <packing>
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#include <uv_pars_fragment>
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#include <map_pars_fragment>
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#include <alphamap_pars_fragment>
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#include <alphatest_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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varying vec4 clipPositionCurrent;
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varying vec4 clipPositionPrevious;
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void main() {
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vec4 diffuseColor = vec4( 1.0 );
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diffuseColor.a = opacity;
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#include <map_fragment>
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#include <alphamap_fragment>
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#include <alphatest_fragment>
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vec2 ndcPositionCurrent = clipPositionCurrent.xy/clipPositionCurrent.w;
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vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
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vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
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vel = vel * 0.5 + 0.5;
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vec2 v1 = packDepthToRG(vel.x);
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vec2 v2 = packDepthToRG(vel.y);
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gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
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#include <logdepthbuf_fragment>
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}
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`
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};
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export { VelocityShader };
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