/**
* Stereographic projection shader
* based on http://notlion.github.io/streetview-stereographic
* @author pchen66
*/
import * as THREE from 'three';
/**
* @description Stereograhpic Shader
* @module StereographicShader
* @property {object} uniforms
* @property {THREE.Texture} uniforms.tDiffuse diffuse map
* @property {number} uniforms.resolution image resolution
* @property {THREE.Matrix4} uniforms.transform transformation matrix
* @property {number} uniforms.zoom image zoom factor
* @property {number} uniforms.opacity image opacity
* @property {string} vertexShader vertex shader
* @property {string} fragmentShader fragment shader
*/
const StereographicShader = {
uniforms: {
'tDiffuse': { value: new THREE.Texture() },
'resolution': { value: 1.0 },
'transform': { value: new THREE.Matrix4() },
'zoom': { value: 1.0 },
'opacity': { value: 1.0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float resolution;
uniform mat4 transform;
uniform float zoom;
uniform float opacity;
varying vec2 vUv;
const float PI = 3.141592653589793;
void main(){
vec2 position = -1.0 + 2.0 * vUv;
position *= vec2( zoom * resolution, zoom * 0.5 );
float x2y2 = position.x * position.x + position.y * position.y;
vec3 sphere_pnt = vec3( 2. * position, x2y2 - 1. ) / ( x2y2 + 1. );
sphere_pnt = vec3( transform * vec4( sphere_pnt, 1.0 ) );
vec2 sampleUV = vec2(
(atan(sphere_pnt.y, sphere_pnt.x) / PI + 1.0) * 0.5,
(asin(sphere_pnt.z) / PI + 0.5)
);
gl_FragColor = texture2D( tDiffuse, sampleUV );
gl_FragColor.a *= opacity;
}
`
};
export { StereographicShader };