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41
leenkx/Shaders/std/mapping.glsl
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41
leenkx/Shaders/std/mapping.glsl
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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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