diff --git a/data/shaders/parallax/parallax.frag b/data/shaders/parallax/parallax.frag index 4787bbf2..8460331c 100644 --- a/data/shaders/parallax/parallax.frag +++ b/data/shaders/parallax/parallax.frag @@ -22,7 +22,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type) { if (type == 2) { // Parallax mapping - float depth = 1.0 - texture(sNormalHeightMap, uv).a; + float depth = 1.0 - textureLod(sNormalHeightMap, uv, 0.0).a; vec2 p = view_dir.xy * (depth * (ubo.heightScale * 0.5) + ubo.parallaxBias) / view_dir.z; return uv - p; } else { @@ -31,12 +31,12 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type) vec2 delta_uv = view_dir.xy * ubo.heightScale / (view_dir.z * ubo.numLayers); vec2 cur_uv = uv; - float depth_from_tex = 1.0 - texture(sNormalHeightMap, cur_uv).a; + float depth_from_tex = 1.0 - textureLod(sNormalHeightMap, cur_uv, 0.0).a; for (int i = 0; i < 32; i++) { cur_layer_depth += layer_depth; cur_uv -= delta_uv; - depth_from_tex = 1.0 - texture(sNormalHeightMap, cur_uv).a; + depth_from_tex = 1.0 - textureLod(sNormalHeightMap, cur_uv, 0.0).a; if (depth_from_tex < cur_layer_depth) { break; } @@ -49,7 +49,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type) // Parallax occlusion mapping vec2 prev_uv = cur_uv + delta_uv; float next = depth_from_tex - cur_layer_depth; - float prev = 1.0 - texture(sNormalHeightMap, prev_uv).a - cur_layer_depth + layer_depth; + float prev = 1.0 - textureLod(sNormalHeightMap, prev_uv, 0.0).a - cur_layer_depth + layer_depth; float weight = next / (next - prev); return mix(cur_uv, prev_uv, weight); } @@ -58,7 +58,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type) vec2 parallaxMapping(vec2 uv, vec3 viewDir) { - float height = 1.0 - texture(sNormalHeightMap, uv).a; + float height = 1.0 - textureLod(sNormalHeightMap, uv, 0.0).a; vec2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z; return uv - p; } @@ -69,11 +69,11 @@ vec2 steepParallaxMapping(vec2 uv, vec3 viewDir) float currLayerDepth = 0.0; vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers); vec2 currUV = uv; - float height = 1.0 - texture(sNormalHeightMap, currUV).a; + float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a; for (int i = 0; i < ubo.numLayers; i++) { currLayerDepth += layerDepth; currUV -= deltaUV; - height = 1.0 - texture(sNormalHeightMap, currUV).a; + height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a; if (height < currLayerDepth) { break; } @@ -87,18 +87,18 @@ vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir) float currLayerDepth = 0.0; vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers); vec2 currUV = uv; - float height = 1.0 - texture(sNormalHeightMap, currUV).a; + float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a; for (int i = 0; i < ubo.numLayers; i++) { currLayerDepth += layerDepth; currUV -= deltaUV; - height = 1.0 - texture(sNormalHeightMap, currUV).a; + height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a; if (height < currLayerDepth) { break; } } vec2 prevUV = currUV + deltaUV; float nextDepth = height - currLayerDepth; - float prevDepth = 1.0 - texture(sNormalHeightMap, prevUV).a - currLayerDepth + layerDepth; + float prevDepth = 1.0 - textureLod(sNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth; return mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth)); } @@ -128,7 +128,7 @@ void main(void) discard; } - vec3 N = normalize(texture(sNormalHeightMap, uv).rgb * 2.0 - 1.0); + vec3 N = normalize(textureLod(sNormalHeightMap, uv, 0.0).rgb * 2.0 - 1.0); vec3 L = normalize(inTangentLightPos - inTangentFragPos); vec3 R = reflect(-L, N); vec3 H = normalize(L + V); diff --git a/data/shaders/parallax/parallax.frag.spv b/data/shaders/parallax/parallax.frag.spv index ccad474e..84624bfe 100644 Binary files a/data/shaders/parallax/parallax.frag.spv and b/data/shaders/parallax/parallax.frag.spv differ