procedural-3d-engine/shaders/hlsl/parallaxmapping/parallax.frag

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3.3 KiB
GLSL
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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
Texture2D textureNormalHeightMap : register(t2);
SamplerState samplerNormalHeightMap : register(s2);
struct UBO
{
float heightScale;
float parallaxBias;
float numLayers;
int mappingMode;
};
cbuffer ubo : register(b3) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 TangentLightPos : TEXCOORD1;
[[vk::location(2)]] float3 TangentViewPos : TEXCOORD2;
[[vk::location(3)]] float3 TangentFragPos : TEXCOORD3;
};
float2 parallaxMapping(float2 uv, float3 viewDir)
{
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a;
float2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
return uv - p;
}
float2 steepParallaxMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
float2 currUV = uv;
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
return currUV;
}
float2 parallaxOcclusionMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
float2 currUV = uv;
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
float2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth;
float prevDepth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
return lerp(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
}
float4 main(VSOutput input) : SV_TARGET
{
float3 V = normalize(input.TangentViewPos - input.TangentFragPos);
float2 uv = input.UV;
if (ubo.mappingMode == 0) {
// Color only
return textureColorMap.Sample(samplerColorMap, input.UV);
} else {
switch(ubo.mappingMode) {
case 2:
uv = parallaxMapping(input.UV, V);
break;
case 3:
uv = steepParallaxMapping(input.UV, V);
break;
case 4:
uv = parallaxOcclusionMapping(input.UV, V);
break;
}
// Discard fragments at texture border
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
clip(-1);
}
float3 N = normalize(textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).rgb * 2.0 - 1.0);
float3 L = normalize(input.TangentLightPos - input.TangentFragPos);
float3 R = reflect(-L, N);
float3 H = normalize(L + V);
float3 color = textureColorMap.Sample(samplerColorMap, uv).rgb;
float3 ambient = 0.2 * color;
float3 diffuse = max(dot(L, N), 0.0) * color;
float3 specular = float3(0.15, 0.15, 0.15) * pow(max(dot(N, H), 0.0), 32.0);
return float4(ambient + diffuse + specular, 1.0f);
}
}