mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 18:39:18 +02:00
Syntax error
This commit is contained in:
@@ -67,13 +67,13 @@ void main()
|
|||||||
normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
|
normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
|
||||||
normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
|
normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
|
||||||
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
normaldetail.xyz = normaldetail.xyz * param[2].y;
|
||||||
normal.xy = normal_map.rg* 2.0 - 1.0;
|
normal.xy = normal_map.rg* 2.0 - 1.0;
|
||||||
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
||||||
|
|
||||||
vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
|
vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
|
||||||
float reflectivity = param[1].z * normal_map.a;
|
float reflectivity = param[1].z * normal_map.a;
|
||||||
float specularity = specgloss_map.r;
|
float specularity = specgloss_map.r;
|
||||||
glossiness = specgloss_map.g * abs(param[1].w);
|
float glossiness = specgloss_map.g * abs(param[1].w);
|
||||||
float metalic = specgloss_map.b;
|
float metalic = specgloss_map.b;
|
||||||
|
|
||||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||||
@@ -127,7 +127,7 @@ vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
|
|||||||
vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
|
vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
|
||||||
|
|
||||||
float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
|
float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
|
||||||
float beforeDepth = texture(normalmap, currentTexCoords).b; - currentLayerDepth + layerDepth;
|
float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
|
||||||
|
|
||||||
float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
|
float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
|
||||||
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
|
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
|
||||||
|
|||||||
Reference in New Issue
Block a user