Overhauled parallax mapping example with multiple modes
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12 changed files with 245 additions and 475 deletions
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@ -1,8 +1,5 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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@ -12,54 +9,29 @@ layout (location = 4) in vec3 inBiTangent;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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mat4 normal;
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vec4 lightPos;
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vec4 cameraPos;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outLightVec;
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layout (location = 2) out vec3 outLightVecB;
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layout (location = 3) out vec3 outSpecular;
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layout (location = 4) out vec3 outEyeVec;
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layout (location = 5) out vec3 outLightDir;
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layout (location = 6) out vec3 outViewVec;
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layout (location = 1) out vec3 outTangentLightPos;
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layout (location = 2) out vec3 outTangentViewPos;
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layout (location = 3) out vec3 outTangentFragPos;
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void main(void)
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{
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vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
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outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0f);
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outTangentFragPos = vec3(ubo.model * vec4(inPos, 1.0));
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outUV = inUV;
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vec3 T = normalize(mat3(ubo.model) * inTangent);
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vec3 B = normalize(mat3(ubo.model) * inBiTangent);
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vec3 N = normalize(mat3(ubo.model) * inNormal);
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mat3 TBN = transpose(mat3(T, B, N));
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// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
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// object coordinates into tangent space
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mat3 tbnMatrix;
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tbnMatrix[0] = mat3(ubo.normal) * inTangent;
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tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
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tbnMatrix[2] = mat3(ubo.normal) * inNormal;
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outEyeVec = vec3(-vertexPosition) * tbnMatrix;
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outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
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vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
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outLightVecB.x = dot(inTangent.xyz, lightDist);
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outLightVecB.y = dot(inBiTangent.xyz, lightDist);
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outLightVecB.z = dot(inNormal, lightDist);
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vec3 camPos = vec3(ubo.normal * ubo.cameraPos);
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vec3 camVec = camPos - inPos.xyz;
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outViewVec.x = dot(inTangent, camVec);
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outViewVec.y = dot(inBiTangent, camVec);
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outViewVec.z = dot(inNormal, camVec);
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vec3 reflectVec = reflect(-camVec, inNormal);
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vec3 outViewVec = outLightDir;
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float specIntensity = pow(max(dot(reflectVec, outViewVec), 0.0), 8.0);
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outSpecular = vec3(specIntensity * 0.3);
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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outTangentLightPos = TBN * ubo.lightPos.xyz;
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outTangentViewPos = TBN * ubo.cameraPos.xyz;
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outTangentFragPos = TBN * outTangentFragPos;
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}
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