Remove textures vertical offset. Fix for area enabling parallax.
parent
a31d08be55
commit
53efe2ef42
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@ -8,7 +8,7 @@ uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 worldPosition;
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varying float generate_heightmaps;
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varying float area_enable_parallax;
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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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@ -95,7 +95,7 @@ void main (void)
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vec3 eyeRay = normalize(tsEyeVec);
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vec3 eyeRay = normalize(tsEyeVec);
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#if PARALLAX_OCCLUSION_MODE == 0
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#if PARALLAX_OCCLUSION_MODE == 0
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// Parallax occlusion with slope information
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// Parallax occlusion with slope information
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if (normalTexturePresent) {
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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@ -106,12 +106,12 @@ void main (void)
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#endif
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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// Relief mapping
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if (normalTexturePresent) {
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersection(uv, ds);
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float dist = find_intersection(uv, ds);
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uv += dist * ds;
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uv += dist * ds;
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#endif
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#endif
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} else if (generate_heightmaps > 0.0) {
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} else if (area_enable_parallax > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersectionRGB(uv, ds);
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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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uv += dist * ds;
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@ -14,7 +14,7 @@ varying vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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varying vec3 tsLightVec;
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varying float generate_heightmaps;
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varying float area_enable_parallax;
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const float e = 2.718281828459;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float BS = 10.0;
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@ -35,12 +35,16 @@ float smoothTriangleWave(float x)
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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_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0].y += 0.008;
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//TODO: make offset depending on view angle and parallax uv displacement
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//thats for textures that doesnt align vertically, like dirt with grass
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//gl_TexCoord[0].y += 0.008;
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//Allow parallax/relief mapping only for certain kind of nodes
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//Variable is also used to control area of the effect
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#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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generate_heightmaps = 1.0;
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area_enable_parallax = 1.0;
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#else
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#else
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generate_heightmaps = 0.0;
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area_enable_parallax = 0.0;
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#endif
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#endif
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#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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@ -89,9 +93,9 @@ void main(void)
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worldPosition = (mWorld * gl_Vertex).xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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// Don't generate heightmaps when too far from the eye
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// Don't generate heightmaps when too far from the eye
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float dist = distance (worldPosition, eyePosition);
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float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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if (dist > 100.00) {
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if (dist > 100.0) {
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generate_heightmaps = 0.0;
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area_enable_parallax = 0.0;
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}
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}
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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