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_light_pos; 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, zero) #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; #if SHADOWMAP_ENABLED uniform sampler2DShadow shadowmap; #endif #if ENVMAP_ENABLED uniform samplerCube envmap; #endif vec3 normal_p; #define PARALLAX #include #include vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir); void main() { //parallex 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); if (tex_color.a < opacity) discard; vec3 normal; normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0); normal.z = sqrt(1 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); normal_p = normalize(f_tbn * normalize(normal.xyz)); vec3 refvec = reflect(f_pos.xyz, normal_p); #if ENVMAP_ENABLED vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); #endif vec3 result = ambient * 0.5 + param[0].rgb * emission; if (lights_count > 0U) { vec2 part = calc_dir_light(lights[0]); vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color; result += mix(c, envcolor, param[1].z * texture(normalmap, f_coord_p).a); } for (uint i = 1U; i < lights_count; i++) { light_s light = lights[i]; vec2 part = vec2(0.0); if (light.type == LIGHT_SPOT) part = calc_spot_light(light); else if (light.type == LIGHT_POINT) part = calc_point_light(light); else if (light.type == LIGHT_DIR) part = calc_dir_light(light); result += light.color * (part.x * param[1].x + part.y * param[1].y); } vec4 color = vec4(apply_fog(result * tex_color.rgb), 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) { #if ENVMAP_ENABLED const float minLayers = 8.0; const float maxLayers = 32.0; float LayersWeight = 1; if (length(f_pos.xyz) > 20) LayersWeight = 1; else LayersWeight = (length(f_pos.xyz) / 20); 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, LayersWeight); // 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, currentTexCoords).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); return f_coord - p; #endif }