Files
maszyna/shaders/mat_detail_parallax_specgloss.frag
antonisauren d1ecbdc8ff Sim (#11)
* Wheels animation distance changed to 200*D*LODbias

* Fixed spelling error in event syntax; old one remains for compatibility.

* Spelling error left in log text

* Zamiana metalic na floata z wazonym efektem.

# Conflicts:
#	shaders/light_common.glsl

* Detail normalmap shaders @Jan21

* Explicit type conversion

* Leftover metalic as bool

* Syntax error

* Normalmap sampling inside ParallaxMapping function
2021-01-23 22:24:14 +01:00

142 lines
4.7 KiB
GLSL

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 <common>
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 (detail_scale, 2, 0, 1, one)
#param (detail_height_scale, 2, 1, 1, one)
#param (height_scale, 2, 2, 1, zero)
#param (height_offset, 2, 3, 1, zero)
#texture (diffuse, 0, sRGB_A)
uniform sampler2D diffuse;
#texture (normalmap, 1, RGBA)
uniform sampler2D normalmap;
#texture (specgloss, 2, RGBA)
uniform sampler2D specgloss;
#texture (detailnormalmap, 3, RGBA)
uniform sampler2D detailnormalmap;
#define PARALLAX
#include <light_common.glsl>
#include <apply_fog.glsl>
#include <tonemapping.glsl>
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 normal_map = texture(normalmap, f_coord_p);
vec4 detailnormal_map = texture(detailnormalmap, f_coord_p * param[2].x);
vec4 tex_color = texture(diffuse, f_coord_p);
vec4 specgloss_map = texture(specgloss, f_coord_p);
bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
if(alphatestfail)
discard;
vec3 fragcolor = ambient;
vec3 normal;
vec3 normaldetail;
normaldetail.xy = detailnormal_map.rg* 2.0 - 1.0;
normaldetail.z = sqrt(1.0 - clamp((dot(normaldetail.xy, normaldetail.xy)), 0.0, 1.0));
normaldetail.xyz = normaldetail.xyz * param[2].y;
normal.xy = normal_map.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(vec3(normal.xy + normaldetail.xy, normal.z)));
float reflectivity = param[1].z * normal_map.a;
float specularity = specgloss_map.r;
float glossiness = specgloss_map.g * abs(param[1].w);
float metalic = specgloss_map.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].z; // 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].z - param[2].w) * 0.2);
return f_coord - p;
#endif
}