I modified the shader parser so that triplanar mapping of textures is supported. Normals are supported. Currently tested with Armory PBR and Principled BSDF.
41 lines
1.7 KiB
GLSL
41 lines
1.7 KiB
GLSL
/*
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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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