float ParallaxDepth(vec2 f_coord, float lod) { vec2 size = vec2(textureSize(normalmap, int(lod))); vec2 st = f_coord * size - 0.5; vec2 cell = floor(st); vec2 f = st - cell; vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0; vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0; vec2 w3 = f * f * f / 6.0; vec2 w2 = 1.0 - w0 - w1 - w3; vec2 g0 = w0 + w1; vec2 g1 = w2 + w3; vec2 h0 = (cell - 0.5 + w1 / g0) / size; vec2 h1 = (cell + 1.5 + w3 / g1) / size; return g0.y * (g0.x * textureLod(normalmap, h0, lod).b + g1.x * textureLod(normalmap, vec2(h1.x, h0.y), lod).b) + g1.y * (g0.x * textureLod(normalmap, vec2(h0.x, h1.y), lod).b + g1.x * textureLod(normalmap, h1, lod).b); } float ParallaxShadow(vec2 f_coord, float depth, float lod, float scale) { if (lights_count == 0U || depth <= 0.0) { return 0.0; } vec3 lightDir = normalize(transpose(f_tbn) * normalize(-lights[0].dir)); if (lightDir.z <= 0.0) { return 0.0; } const int steps = 12; float layerDepth = depth / float(steps); vec2 deltaTexCoords = lightDir.xy / max(lightDir.z, 0.25) * scale * layerDepth; float shadow = 0.0; for (int i = 1; i <= steps; ++i) { float rayDepth = depth - layerDepth * float(i); float surface = ParallaxDepth(f_coord + deltaTexCoords * float(i), lod); shadow = max(shadow, (rayDepth - surface) * 12.0 * (1.0 - float(i) / float(steps + 1))); } return clamp(shadow, 0.0, 1.0); } vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir, float scale, float offset) { vec2 size = vec2(textureSize(normalmap, 0)); float footprint = max(length(dFdx(f_coord) * size), length(dFdy(f_coord) * size)); float lod = clamp(log2(max(footprint, 1e-4)) + 2.0, 0.0, log2(max(size.x, size.y))); float fade = (1.0 - smoothstep(60.0, 100.0, length(f_pos.xyz))) * smoothstep(0.0, 0.1, viewDir.z); if (fade <= 0.0) { return f_coord; } float meanDepth = textureLod(normalmap, f_coord, log2(max(size.x, size.y))).b; #if EXTRAEFFECTS_ENABLED const float minLayers = 16.0; const float maxLayers = 64.0; float numLayers = mix(maxLayers, minLayers, clamp(viewDir.z, 0.0, 1.0)); float layerDepth = 1.0 / numLayers; vec2 deltaTexCoords = viewDir.xy * scale * fade / numLayers; vec2 currentTexCoords = f_coord; float currentLayerDepth = 0.0; float currentDepthMapValue = textureLod(normalmap, currentTexCoords, lod).b; for (int i = 0; i < 100 && currentLayerDepth < currentDepthMapValue; ++i) { currentTexCoords -= deltaTexCoords; currentLayerDepth += layerDepth; currentDepthMapValue = textureLod(normalmap, currentTexCoords, lod).b; } currentDepthMapValue = ParallaxDepth(currentTexCoords, lod); for (int i = 0; i < 6; ++i) { deltaTexCoords *= 0.5; layerDepth *= 0.5; if (currentLayerDepth < currentDepthMapValue) { currentTexCoords -= deltaTexCoords; currentLayerDepth += layerDepth; } else { currentTexCoords += deltaTexCoords; currentLayerDepth -= layerDepth; } currentDepthMapValue = ParallaxDepth(currentTexCoords, lod); } parallax_occlusion = clamp(0.8 * (currentLayerDepth - meanDepth), -0.3, 0.6) * fade; parallax_shadow = ParallaxShadow(currentTexCoords, currentLayerDepth, lod, scale * fade) * fade; return currentTexCoords; #else float height = ParallaxDepth(f_coord, lod); parallax_occlusion = clamp(0.8 * (height - meanDepth), -0.3, 0.6) * fade; vec2 p = viewDir.xy / max(viewDir.z, 0.2) * (height * (scale - offset) * 0.2 * fade); return f_coord - p; #endif }