import {
	Vector2
} from 'three';

/**
 * Normal map shader
 * - compute normals from heightmap
 */

const NormalMapShader = {

	uniforms: {

		'heightMap': { value: null },
		'resolution': { value: new Vector2( 512, 512 ) },
		'scale': { value: new Vector2( 1, 1 ) },
		'height': { value: 0.05 }

	},

	vertexShader: /* glsl */`

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,

	fragmentShader: /* glsl */`

		uniform float height;
		uniform vec2 resolution;
		uniform sampler2D heightMap;

		varying vec2 vUv;

		void main() {

			float val = texture2D( heightMap, vUv ).x;

			float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;
			float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;

			gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height  ) ) + 0.5 ), 1.0 );

		}`

};

export { NormalMapShader };
