in vec3 f_normal; in vec2 f_coord; in vec4 f_pos; in mat3 f_tbn; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos; in vec4 f_clip_pos; in vec4 f_clip_future_pos; in vec3 TangentFragPos; #include layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif #param (color, 0, 0, 4, diffuse) #param (diffuse, 1, 0, 1, diffuse) #param (specular, 1, 1, 1, specular) #param (reflection, 1, 2, 1, one) #param (glossiness, 1, 3, 1, glossiness) #param (height_scale, 2, 1, 1, zero) #param (height_offset, 2, 2, 1, zero) #texture (diffuse, 0, sRGB_A) uniform sampler2D diffuse; #texture (normalmap, 1, RGBA) uniform sampler2D normalmap; #texture (specgloss, 2, RGBA) uniform sampler2D specgloss; #define PARALLAX #include #include #include vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir); void main() { //parallax mapping vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos vec2 f_coord_p = ParallaxMapping(f_coord, viewDir); vec4 tex_color = texture(diffuse, f_coord_p); bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); if(alphatestfail) discard; // if (tex_color.a < opacity) // discard; vec3 fragcolor = ambient; vec3 normal; normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0); normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, f_coord_p).a; float specularity = texture(specgloss, f_coord_p).r; glossiness = texture(specgloss, f_coord_p).g * abs(param[1].w); float metalic = texture(specgloss, f_coord_p).b; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); #if POSTFX_ENABLED out_color = color; #else out_color = tonemap(color); #endif #if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;; out_motion = vec4(a - b, 0.0f, 0.0f); } #endif } vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir) { float pos_len = length(f_pos.xyz); if (pos_len > 100.0) { return f_coord; } #if EXTRAEFFECTS_ENABLED const float minLayers = 8.0; const float maxLayers = 32.0; float LayersWeight = pos_len / 20.0; vec2 currentTexCoords = f_coord; float currentDepthMapValue = texture(normalmap, currentTexCoords).b; LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight); float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers float layerDepth = 1.0 / numLayers; // calculate the size of each layer float currentLayerDepth = 0.0; // depth of current layer vec2 P = viewDir.xy * param[2].y; // the amount to shift the texture coordinates per layer (from vector P) vec2 deltaTexCoords = P / numLayers; while(currentLayerDepth < currentDepthMapValue) { currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates currentLayerDepth += layerDepth; // get depth of next layer } 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 beforeDepth = texture(normalmap, prevTexCoords).b - currentLayerDepth + layerDepth; float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); return finalTexCoords; #else float height = texture(normalmap, f_coord).b; vec2 p = viewDir.xy / viewDir.z * (height * (param[2].y - param[2].z) * 0.2); return f_coord - p; #endif }