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-rw-r--r--advanced_lighting/5.parallax_mapping/shaders/parallax.frag126
1 files changed, 126 insertions, 0 deletions
diff --git a/advanced_lighting/5.parallax_mapping/shaders/parallax.frag b/advanced_lighting/5.parallax_mapping/shaders/parallax.frag
new file mode 100644
index 0000000..6813a30
--- /dev/null
+++ b/advanced_lighting/5.parallax_mapping/shaders/parallax.frag
@@ -0,0 +1,126 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 frag_pos;
+ vec2 tex_coords;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform sampler2D diffuse_texture;
+uniform sampler2D normal_map;
+uniform sampler2D depth_map;
+
+uniform float hscale;
+
+vec2 parallax_mapping(vec2 tex_coords, vec3 view_dir)
+{
+ float h;
+ vec2 p, r;
+
+ h = texture(depth_map, tex_coords).r;
+ p = view_dir.xy/view_dir.z*h*hscale;
+ r = tex_coords-p;
+
+ return r;
+}
+
+vec2 step_parallax_mapping(vec2 tex_coords, vec3 view_dir)
+{
+ float minsteps, maxsteps, nsteps, step, dstep, depth;
+ vec2 p, cur_tex_coords, dtex_coords;
+
+ minsteps = 8.0;
+ maxsteps = 32.0;
+ nsteps = mix(maxsteps, minsteps, max(dot(vec3(0.0, 0.0, 1.0), view_dir), 0.0));
+
+ dstep = 1.0/nsteps;
+ step = 0.0;
+
+ p = view_dir.xy*hscale;
+ dtex_coords = p/nsteps;
+
+ cur_tex_coords = tex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+
+ while (step < depth) {
+ cur_tex_coords -= dtex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+ step += dstep;
+ }
+
+ return cur_tex_coords;
+}
+
+vec2 parallax_occlusion_mapping(vec2 tex_coords, vec3 view_dir)
+{
+ float minsteps, maxsteps, nsteps, step, dstep, depth,
+ after_depth, before_depth, weight;
+ vec2 p, cur_tex_coords, dtex_coords, prev_tex_coords, result;
+
+ minsteps = 8.0;
+ maxsteps = 32.0;
+ nsteps = mix(maxsteps, minsteps, max(dot(vec3(0.0, 0.0, 1.0), view_dir), 0.0));
+
+ dstep = 1.0/nsteps;
+ step = 0.0;
+
+ p = view_dir.xy*hscale;
+ dtex_coords = p/nsteps;
+
+ cur_tex_coords = tex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+
+ while (step < depth) {
+ cur_tex_coords -= dtex_coords;
+ depth = texture(depth_map, cur_tex_coords).r;
+ step += dstep;
+ }
+
+ prev_tex_coords = cur_tex_coords+dtex_coords;
+
+ after_depth = depth-step;
+ before_depth = texture(depth_map, prev_tex_coords).r-step+dstep;
+
+ weight = after_depth/(after_depth-before_depth);
+ result = prev_tex_coords*weight+cur_tex_coords*(1.0-weight);
+
+ return result;
+}
+
+void main(void)
+{
+ vec3 color, light_color,
+ normal, view_dir, halfway_dir, light_dir,
+ ambient, diffuse, specular, result;
+ vec2 tex_coords;
+ float diff, spec;
+
+ view_dir = normalize(fs_in.tangent_view_pos-fs_in.tangent_frag_pos);
+ tex_coords = parallax_occlusion_mapping(fs_in.tex_coords, view_dir);
+ if ((tex_coords.x > 1.0) || (tex_coords.y > 1.0) || (tex_coords.x < 0.0) || (tex_coords.y < 0.0))
+ discard;
+
+ color = vec3(texture(diffuse_texture, tex_coords));
+ normal = vec3(texture(normal_map, tex_coords));
+ normal = normalize((normal*2.0)-1.0);
+
+ light_color = vec3(1.0);
+
+ ambient = vec3(0.01);
+
+ light_dir = normalize(fs_in.tangent_light_pos-fs_in.tangent_frag_pos);
+ diff = max(dot(light_dir, normal), 0.0);
+ diffuse = diff*light_color;
+
+ halfway_dir = normalize(light_dir+view_dir);
+ spec = pow(max(dot(halfway_dir, normal), 0.0), 64.0);
+ specular = spec*light_color;
+
+ result = (ambient+diffuse+specular)*color;
+
+ frag_color = vec4(result, 1.0);
+}