Tweaks to parallax oclussion mapping.
Improved tangent calculations.
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@ -15,7 +15,6 @@ uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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varying vec3 eyeVec;
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varying vec3 eyeVec;
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varying vec3 normal;
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void main (void)
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void main (void)
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{
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{
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@ -30,7 +29,7 @@ void main (void)
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if ((parallaxMappingMode == 1.0) && (use_normalmap > 0.0)) {
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if ((parallaxMappingMode == 1.0) && (use_normalmap > 0.0)) {
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float map_height = texture2D(normalTexture, uv).a;
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float map_height = texture2D(normalTexture, uv).a;
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float height = parallaxMappingScale * map_height - parallaxMappingBias;
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float height = parallaxMappingScale * map_height - parallaxMappingBias;
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uv = uv + height * tsEye * normal.z;
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uv = uv + height * tsEye;
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}
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}
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if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
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if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
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@ -38,7 +37,7 @@ void main (void)
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float height = 1.0;
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float height = 1.0;
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float step = 1.0 / numSteps;
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float step = 1.0 / numSteps;
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vec4 NB = texture2D(normalTexture, uv);
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vec4 NB = texture2D(normalTexture, uv);
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vec2 delta = tsEye * parallaxMappingScale * normal.z / numSteps;
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vec2 delta = tsEye * parallaxMappingScale / numSteps;
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for (float i = 0.0; i < numSteps; i++) {
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for (float i = 0.0; i < numSteps; i++) {
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if (NB.a < height) {
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if (NB.a < height) {
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height -= step;
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height -= step;
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@ -51,14 +50,14 @@ void main (void)
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}
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}
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec4 base = texture2D(baseTexture, uv);
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vec3 vVec = normalize(tsEyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-eyeVec, bump);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5)); // fake light
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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float diffuse = max(dot(lVec, bump), 0.0);
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color = diffuse * base;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color += vec3(0.1 * specular * diffuse);
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color = diffuse * base + 0.1 * specular * diffuse;
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} else {
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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = texture2D(baseTexture, uv).rgb;
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}
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}
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@ -1,32 +1,54 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform float dayNightRatio;
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uniform vec3 eyePosition;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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varying vec3 normal;
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void main(void)
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void main(void)
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{
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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normal = normalize (gl_NormalMatrix * gl_Normal);
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vec3 normal,tangent,binormal;
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vec3 tangent,binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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//This is temporary. TODO: Find a way to pass tangent to shader
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if (gl_Normal.x > 0.5) {
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tangent = normalize(gl_NormalMatrix * gl_Color.rgb);
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// 1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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binormal = cross(normal, tangent);
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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binormal = normalize(binormal);
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tangent.y, binormal.y, normal.y,
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mat3 TBNMatrix = mat3(tangent, binormal, normal);
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tangent.z, binormal.z, normal.z);
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eyeVec = normalize (eyePosition - vPosition);
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tsEyeVec = eyeVec * TBNMatrix;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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vec4 color;
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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@ -71,5 +93,4 @@ void main(void)
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gl_FrontColor = gl_BackColor = color;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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}
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