68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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precision highp float;
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varying vec2 frag_uv;
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varying vec3 ts_light_pos;
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varying vec3 ts_view_pos;
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varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float depth_scale = 0.01;
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vec2 parallax_uv(vec2 uv, vec3 view_dir)
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{
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float layer_depth = 1.0 / num_layers;
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float cur_layer_depth = 0.0;
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vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
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vec2 cur_uv = uv;
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float depth_from_tex = texture2D(HeightMap, cur_uv).r;
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for (int i = 0; i < 32; i++) {
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cur_layer_depth += layer_depth;
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cur_uv -= delta_uv;
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depth_from_tex = texture2D(HeightMap, cur_uv).r;
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if (depth_from_tex < cur_layer_depth) {
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break;
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}
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}
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// Parallax occlusion mapping
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vec2 prev_uv = cur_uv + delta_uv;
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float next = depth_from_tex - cur_layer_depth;
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float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
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+ layer_depth;
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float weight = next / (next - prev);
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return mix(cur_uv, prev_uv, weight);
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}
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void main(void)
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{
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vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
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vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
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// Only perturb the texture coordinates if a parallax technique is selected
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vec2 uv = parallax_uv(frag_uv, view_dir);
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//vec2 uv = frag_uv;
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vec3 albedo = texture2D(Texture, uv).rgb;
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vec3 ambient = 0.3 * albedo;
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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}
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