8_4_normalMapping
Code 8.8, Figure 8.7:​
8_4_normalMapping.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;uniform vec2 u_mouse;const float PI = 3.14159265359;const float TAU = 6.2831853;//begin rotvec2 rot2(vec2 p, float t){return vec2(cos(t) * p.x -sin(t) * p.y, sin(t) * p.x + cos(t) * p.y);}vec3 rotX(vec3 p, float t){return vec3(p.x, rot2(p.yz, t));}vec3 rotY(vec3 p, float t){return vec3(p.y, rot2(p.zx, t)).zxy;}vec3 rotZ(vec3 p, float t){return vec3(rot2(p.xy, t), p.z);}//end rot//start hashuvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);uvec3 u = uvec3(1, 2, 3);const uint UINT_MAX = 0xffffffffu;uint uhash11(uint n){n ^= (n << u.x);n ^= (n >> u.x);n *= k.x;n ^= (n << u.x);return n * k.x;}uvec2 uhash22(uvec2 n){n ^= (n.yx << u.xy);n ^= (n.yx >> u.xy);n *= k.xy;n ^= (n.yx << u.xy);return n * k.xy;}uvec3 uhash33(uvec3 n){n ^= (n.yzx << u);n ^= (n.yzx >> u);n *= k;n ^= (n.yzx << u);return n * k;}float hash11(float p){uint n = floatBitsToUint(p);return float(uhash11(n)) / float(UINT_MAX);}float hash21(vec2 p){uvec2 n = floatBitsToUint(p);return float(uhash22(n).x) / float(UINT_MAX);}float hash31(vec3 p){uvec3 n = floatBitsToUint(p);return float(uhash33(n).x) / float(UINT_MAX);}vec2 hash22(vec2 p){uvec2 n = floatBitsToUint(p);return vec2(uhash22(n)) / vec2(UINT_MAX);}vec3 hash33(vec3 p){uvec3 n = floatBitsToUint(p);return vec3(uhash33(n)) / vec3(UINT_MAX);}//end hash//start vnoisefloat vnoise21(vec2 p){vec2 n = floor(p);float[4] v;for (int j = 0; j < 2; j ++){for (int i = 0; i < 2; i++){v[i+2*j] = hash21(n + vec2(i, j));}}vec2 f = fract(p);f = f * f * f * (10.0 - 15.0 * f + 6.0 * f * f);return mix(mix(v[0], v[1], f[0]), mix(v[2], v[3], f[0]), f[1]);}//end vnoise//start processing noisefloat base21(vec2 p){return vnoise21(p) - 0.5;}float fbm21(vec2 p, float g){float val = 0.0;float amp = 1.0;float freq = 1.0;for (int i = 0; i < 4; i++){val += amp * base21(freq * p);amp *= g;freq *= 2.01;}return 0.5 * val + 0.5;}float warp21(vec2 p, float g){float val = 0.0;for (int i = 0; i < 3; i++){val = fbm21(p + g * vec2(cos(TAU * val), sin(TAU * val)), 0.5);}return val;}//end processing noisevec2 grad2(vec2 uv){uv += 0.3 * u_time;float d = 0.001;return 0.5 * (vec2(warp21(uv + vec2(d, 0.0), 1.0)- warp21(uv - vec2(d, 0.0), 1.0),warp21(uv + vec2(0.0, d), 1.0) - warp21(uv - vec2(0.0, d), 1.0))) / d;}void main(){vec2 p = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);vec3 cPos = vec3(0.0, 0.0, 0.0);float t = -0.25 * PI;vec3 cDir = rotX(vec3(0.0, 0.0, - 1.0), t);vec3 cUp = rotX(vec3(0.0, 1.0, 0.0), t);vec3 cSide = cross(cDir, cUp);float targetDepth = 1.0;vec3 ray = cSide * p.x + cUp * p.y + cDir * targetDepth - cPos;ray = normalize(ray);vec3 groundNormal = vec3(0.0, 1.0, 0.0);float groundHeight = 1.5;vec3 lPos = vec3(0.,0.,0.);if (dot(ray, groundNormal) < 0.0){vec3 hit = cPos - ray * groundHeight / dot(ray, groundNormal);groundNormal.zx += grad2(hit.zx);groundNormal = normalize(groundNormal);float diff = max(dot(normalize(lPos - hit), groundNormal), 0.0);diff *= 1.5;diff /= pow(length(lPos - hit), 1.5) ;fragColor = vec4(diff);} else {fragColor = vec4(0.0);}fragColor.a = 1.0;}