forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			42 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			42 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								/*
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								https://github.com/JonasFolletete/glsl-triplanar-mapping
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								MIT License
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								Copyright (c) 2018 Jonas Folletête
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								Permission is hereby granted, free of charge, to any person obtaining a copy
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								of this software and associated documentation files (the "Software"), to deal
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								in the Software without restriction, including without limitation the rights
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								to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								copies of the Software, and to permit persons to whom the Software is
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								furnished to do so, subject to the following conditions:
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								The above copyright notice and this permission notice shall be included in all
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								copies or substantial portions of the Software.
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								THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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								SOFTWARE.
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								*/
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								vec3 blendNormal(vec3 normal) {
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									vec3 blending = abs(normal);
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									blending = normalize(max(blending, 0.00001));
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									blending /= vec3(blending.x + blending.y + blending.z);
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									return blending;
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								}
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								vec3 triplanarMapping (sampler2D ImageTexture, vec3 normal, vec3 position) {
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								  	vec3 normalBlend = blendNormal(normal);
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									vec3 xColor = texture(ImageTexture, position.yz).rgb;
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									vec3 yColor = texture(ImageTexture, position.xz).rgb;
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									vec3 zColor = texture(ImageTexture, position.xy).rgb;
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								  return (xColor * normalBlend.x + yColor * normalBlend.y + zColor * normalBlend.z);
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								}
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