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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 03:59:19 +02:00
fix(shaders): parallax mapping of the opengl33 materials is shared by the four parallax shaders in parallax.glsl and samples its depth with the gradients of the surface instead of letting a loop of varying length pick the mip level, picks the number of layers by the angle of view alone and refines the hit with a binary search instead of one linear step, so stones near the camera no longer show combs of layer slices; it fades out between 60 and 100 m instead of stopping at a hard line and fades out at grazing angles, and the simple offset without extra effects no longer divides by an unbounded cosine of the view
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@@ -38,13 +38,13 @@ uniform sampler2D detailnormalmap;
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
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#include <parallax.glsl>
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void main()
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{
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//parallax mapping
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vec3 viewDir = normalize(-TangentFragPos); //tangent view pos - tangent frag pos
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir, param[2].z, param[2].w);
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vec4 normal_map = texture(normalmap, f_coord_p);
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vec4 detailnormal_map = texture(detailnormalmap, f_coord_p * param[2].x);
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vec4 tex_color = texture(diffuse, f_coord_p);
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@@ -87,48 +87,3 @@ void main()
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}
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#endif
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}
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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{
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float pos_len = length(f_pos.xyz);
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if (pos_len > 100.0) {
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return f_coord;
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}
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = pos_len / 20.0;
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vec2 currentTexCoords = f_coord;
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float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
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float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
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float layerDepth = 1.0 / numLayers; // calculate the size of each layer
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float currentLayerDepth = 0.0; // depth of current layer
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vec2 P = viewDir.xy * param[2].z; // the amount to shift the texture coordinates per layer (from vector P)
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vec2 deltaTexCoords = P / numLayers;
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while(currentLayerDepth < currentDepthMapValue)
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{
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currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
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currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
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currentLayerDepth += layerDepth; // get depth of next layer
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
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float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
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float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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#else
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float height = texture(normalmap, f_coord).b;
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vec2 p = viewDir.xy / viewDir.z * (height * (param[2].z - param[2].w) * 0.2);
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return f_coord - p;
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#endif
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}
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@@ -42,13 +42,13 @@ uniform sampler2D detailnormalmap;
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
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#include <parallax.glsl>
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void main()
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{
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//parallax mapping
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vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir, param[2].z, param[2].w);
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vec4 normal_map = texture(normalmap, f_coord_p);
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vec4 detailnormal_map = texture(detailnormalmap, f_coord_p * param[2].x);
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@@ -93,49 +93,3 @@ void main()
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}
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#endif
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}
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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{
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float pos_len = length(f_pos.xyz);
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if (pos_len > 100.0) {
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return f_coord;
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}
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = pos_len / 20.0;
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vec2 currentTexCoords = f_coord;
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float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
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float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
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float layerDepth = 1.0 / numLayers; // calculate the size of each layer
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float currentLayerDepth = 0.0; // depth of current layer
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vec2 P = viewDir.xy * param[2].z; // the amount to shift the texture coordinates per layer (from vector P)
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vec2 deltaTexCoords = P / numLayers;
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while(currentLayerDepth < currentDepthMapValue)
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{
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currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
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currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
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currentLayerDepth += layerDepth; // get depth of next layer
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
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float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
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float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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#else
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float height = texture(normalmap, f_coord).b;
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vec2 p = viewDir.xy / viewDir.z * (height * (param[2].z - param[2].w) * 0.2);
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return f_coord - p;
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#endif
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}
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@@ -32,13 +32,13 @@ uniform sampler2D normalmap;
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
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#include <parallax.glsl>
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void main()
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{
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//parallax mapping
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vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir, param[2].y, param[2].z);
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vec4 tex_color = texture(diffuse, f_coord_p);
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@@ -74,48 +74,3 @@ void main()
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}
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#endif
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}
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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{
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float pos_len = length(f_pos.xyz);
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if (pos_len > 100.0) {
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return f_coord;
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}
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = pos_len / 20.0;
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vec2 currentTexCoords = f_coord;
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float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
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float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
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float layerDepth = 1.0 / numLayers; // calculate the size of each layer
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float currentLayerDepth = 0.0; // depth of current layer
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vec2 P = viewDir.xy * param[2].y; // the amount to shift the texture coordinates per layer (from vector P)
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vec2 deltaTexCoords = P / numLayers;
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while(currentLayerDepth < currentDepthMapValue)
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{
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currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
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currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
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currentLayerDepth += layerDepth; // get depth of next layer
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
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float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
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float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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#else
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float height = texture(normalmap, f_coord).b;
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vec2 p = viewDir.xy / viewDir.z * (height * (param[2].y - param[2].z) * 0.2);
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return f_coord - p;
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#endif
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}
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@@ -36,13 +36,13 @@ uniform sampler2D specgloss;
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
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#include <parallax.glsl>
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void main()
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{
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//parallax mapping
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vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
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vec2 f_coord_p = ParallaxMapping(f_coord, viewDir, param[2].y, param[2].z);
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vec4 tex_color = texture(diffuse, f_coord_p);
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@@ -80,48 +80,3 @@ void main()
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}
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#endif
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}
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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{
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float pos_len = length(f_pos.xyz);
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if (pos_len > 100.0) {
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return f_coord;
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}
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = pos_len / 20.0;
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vec2 currentTexCoords = f_coord;
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float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
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float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
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float layerDepth = 1.0 / numLayers; // calculate the size of each layer
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float currentLayerDepth = 0.0; // depth of current layer
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vec2 P = viewDir.xy * param[2].y; // the amount to shift the texture coordinates per layer (from vector P)
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vec2 deltaTexCoords = P / numLayers;
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while(currentLayerDepth < currentDepthMapValue)
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{
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currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
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currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
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currentLayerDepth += layerDepth; // get depth of next layer
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
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float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
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float beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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#else
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float height = texture(normalmap, f_coord).b;
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vec2 p = viewDir.xy / viewDir.z * (height * (param[2].y - param[2].z) * 0.2);
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return f_coord - p;
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#endif
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}
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45
shaders/parallax.glsl
Normal file
45
shaders/parallax.glsl
Normal file
@@ -0,0 +1,45 @@
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vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir, float scale, float offset)
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{
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vec2 dx = dFdx(f_coord);
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vec2 dy = dFdy(f_coord);
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float fade = (1.0 - smoothstep(60.0, 100.0, length(f_pos.xyz))) * smoothstep(0.0, 0.1, viewDir.z);
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if (fade <= 0.0) {
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return f_coord;
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}
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float numLayers = mix(maxLayers, minLayers, clamp(viewDir.z, 0.0, 1.0));
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float layerDepth = 1.0 / numLayers;
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vec2 deltaTexCoords = viewDir.xy * scale * fade / numLayers;
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vec2 currentTexCoords = f_coord;
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float currentLayerDepth = 0.0;
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float currentDepthMapValue = textureGrad(normalmap, currentTexCoords, dx, dy).b;
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for (int i = 0; i < 40 && currentLayerDepth < currentDepthMapValue; ++i)
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{
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currentTexCoords -= deltaTexCoords;
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currentLayerDepth += layerDepth;
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currentDepthMapValue = textureGrad(normalmap, currentTexCoords, dx, dy).b;
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}
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for (int i = 0; i < 5; ++i)
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{
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deltaTexCoords *= 0.5;
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layerDepth *= 0.5;
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if (currentLayerDepth < currentDepthMapValue) {
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currentTexCoords -= deltaTexCoords;
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currentLayerDepth += layerDepth;
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}
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else {
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currentTexCoords += deltaTexCoords;
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currentLayerDepth -= layerDepth;
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}
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currentDepthMapValue = textureGrad(normalmap, currentTexCoords, dx, dy).b;
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}
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return currentTexCoords;
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#else
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float height = textureGrad(normalmap, f_coord, dx, dy).b;
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vec2 p = viewDir.xy / max(viewDir.z, 0.2) * (height * (scale - offset) * 0.2 * fade);
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return f_coord - p;
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#endif
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}
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