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maszyna/shaders/parallax.glsl

46 lines
1.5 KiB
GLSL

vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir, float scale, float offset)
{
vec2 dx = dFdx(f_coord);
vec2 dy = dFdy(f_coord);
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;
}
#if EXTRAEFFECTS_ENABLED
const float minLayers = 8.0;
const float maxLayers = 32.0;
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 = textureGrad(normalmap, currentTexCoords, dx, dy).b;
for (int i = 0; i < 40 && currentLayerDepth < currentDepthMapValue; ++i)
{
currentTexCoords -= deltaTexCoords;
currentLayerDepth += layerDepth;
currentDepthMapValue = textureGrad(normalmap, currentTexCoords, dx, dy).b;
}
for (int i = 0; i < 5; ++i)
{
deltaTexCoords *= 0.5;
layerDepth *= 0.5;
if (currentLayerDepth < currentDepthMapValue) {
currentTexCoords -= deltaTexCoords;
currentLayerDepth += layerDepth;
}
else {
currentTexCoords += deltaTexCoords;
currentLayerDepth -= layerDepth;
}
currentDepthMapValue = textureGrad(normalmap, currentTexCoords, dx, dy).b;
}
return currentTexCoords;
#else
float height = textureGrad(normalmap, f_coord, dx, dy).b;
vec2 p = viewDir.xy / max(viewDir.z, 0.2) * (height * (scale - offset) * 0.2 * fade);
return f_coord - p;
#endif
}