GLSL Triplanar Texture Mapping
varying vec4 vPos;
varying vec3 vNormal;
void main(){
...
vPos = vec4( gl_Vertex.xyz, 1.0 );
vNormal = normalize(gl_NormalMatrix * gl_Normal);
...
}
uniform sampler2D tNormal;
varying vec3 vNormal;
varying vec3 vEye;
vec3 getTriPlanarBlend(vec3 _wNorm){
// in wNorm is the world-space normal of the fragment
vec3 blending = abs( _wNorm );
blending = normalize(max(blending, 0.00001)); // Force weights to sum to 1.0
float b = (blending.x + blending.y + blending.z);
blending /= vec3(b, b, b);
return blending;
}
void main(){
vec3 blending = getTriPlanarBlend(vNormal);
vec3 xaxis = texture2D( tNormal, vPos.yz * normalRepeat).rgb;
vec3 yaxis = texture2D( tNormal, vPos.xz * normalRepeat).rgb;
vec3 zaxis = texture2D( tNormal, vPos.xy * normalRepeat).rgb;
vec3 normalTex = xaxis * blending.x + xaxis * blending.y + zaxis * blending.z;
normalTex = normalTex * 2.0 - 1.0;
normalTex.xy *= normalScale;
normalTex = normalize( normalTex );
vec3 T = vec3(0.,1.,0.);
vec3 BT = normalize( cross( vNormal, T ) * 1.0 );
mat3 tsb = mat3( normalize( T ), normalize( BT ), normalize( vNormal ) );
vec3 N = tsb * normalTex;
}