File: //var/www/aspa/three/addons/shaders/VelocityShader.js
import {
	UniformsLib,
	UniformsUtils,
	Matrix4
} from 'three';
/**
 * Mesh Velocity Shader @bhouston
 */
const VelocityShader = {
	name: 'VelocityShader',
	uniforms: UniformsUtils.merge( [
		UniformsLib.common,
		UniformsLib.displacementmap,
		{
			modelMatrixPrev: { value: new Matrix4() },
			currentProjectionViewMatrix: { value: new Matrix4() },
			previousProjectionViewMatrix: { value: new Matrix4() }
		}
	] ),
	vertexShader: /* glsl */`
#define NORMAL
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
	varying vec3 vViewPosition;
#endif
#include <common>
#include <packing>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
uniform mat4 previousProjectionViewMatrix;
uniform mat4 currentProjectionViewMatrix;
uniform mat4 modelMatrixPrev;
varying vec4 clipPositionCurrent;
varying vec4 clipPositionPrevious;
void main() {
	#include <uv_vertex>
	#include <beginnormal_vertex>
	#include <morphnormal_vertex>
	#include <skinbase_vertex>
	#include <skinnormal_vertex>
	#include <defaultnormal_vertex>
	#include <normal_vertex>
	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <displacementmap_vertex>
	#include <morphtarget_vertex>
	#include <skinning_vertex>
#ifdef USE_SKINNING
	vec4 mvPosition = modelViewMatrix * skinned;
	clipPositionCurrent  = currentProjectionViewMatrix * modelMatrix * skinned;
	clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
#else
	vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
	clipPositionCurrent  = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
	clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
#endif
	gl_Position = projectionMatrix * mvPosition;
	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>
}
`,
	fragmentShader: /* glsl */`
#define NORMAL
uniform float opacity;
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec4 clipPositionCurrent;
varying vec4 clipPositionPrevious;
void main() {
	vec4 diffuseColor = vec4( 1.0 );
	diffuseColor.a = opacity;
	#include <map_fragment>
	#include <alphamap_fragment>
	#include <alphatest_fragment>
	vec2 ndcPositionCurrent  = clipPositionCurrent.xy/clipPositionCurrent.w;
	vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
	vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
	vel = vel * 0.5 + 0.5;
	vec2 v1 = packDepthToRG(vel.x);
	vec2 v2 = packDepthToRG(vel.y);
	gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
	#include <logdepthbuf_fragment>
}
`
};
export { VelocityShader };