Parallax: fix texture() in non-uniform control-flow
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2 changed files with 11 additions and 11 deletions
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@ -22,7 +22,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
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{
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if (type == 2) {
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// Parallax mapping
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float depth = 1.0 - texture(sNormalHeightMap, uv).a;
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float depth = 1.0 - textureLod(sNormalHeightMap, uv, 0.0).a;
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vec2 p = view_dir.xy * (depth * (ubo.heightScale * 0.5) + ubo.parallaxBias) / view_dir.z;
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return uv - p;
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} else {
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@ -31,12 +31,12 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
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vec2 delta_uv = view_dir.xy * ubo.heightScale / (view_dir.z * ubo.numLayers);
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vec2 cur_uv = uv;
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float depth_from_tex = 1.0 - texture(sNormalHeightMap, cur_uv).a;
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float depth_from_tex = 1.0 - textureLod(sNormalHeightMap, cur_uv, 0.0).a;
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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 = 1.0 - texture(sNormalHeightMap, cur_uv).a;
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depth_from_tex = 1.0 - textureLod(sNormalHeightMap, cur_uv, 0.0).a;
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if (depth_from_tex < cur_layer_depth) {
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break;
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}
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@ -49,7 +49,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
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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 = 1.0 - texture(sNormalHeightMap, prev_uv).a - cur_layer_depth + layer_depth;
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float prev = 1.0 - textureLod(sNormalHeightMap, prev_uv, 0.0).a - cur_layer_depth + 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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@ -58,7 +58,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
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vec2 parallaxMapping(vec2 uv, vec3 viewDir)
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{
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float height = 1.0 - texture(sNormalHeightMap, uv).a;
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float height = 1.0 - textureLod(sNormalHeightMap, uv, 0.0).a;
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vec2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
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return uv - p;
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}
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@ -69,11 +69,11 @@ vec2 steepParallaxMapping(vec2 uv, vec3 viewDir)
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float currLayerDepth = 0.0;
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vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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vec2 currUV = uv;
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float height = 1.0 - texture(sNormalHeightMap, currUV).a;
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float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - texture(sNormalHeightMap, currUV).a;
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height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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if (height < currLayerDepth) {
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break;
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}
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@ -87,18 +87,18 @@ vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir)
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float currLayerDepth = 0.0;
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vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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vec2 currUV = uv;
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float height = 1.0 - texture(sNormalHeightMap, currUV).a;
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float height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - texture(sNormalHeightMap, currUV).a;
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height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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vec2 prevUV = currUV + deltaUV;
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float nextDepth = height - currLayerDepth;
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float prevDepth = 1.0 - texture(sNormalHeightMap, prevUV).a - currLayerDepth + layerDepth;
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float prevDepth = 1.0 - textureLod(sNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
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return mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
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}
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@ -128,7 +128,7 @@ void main(void)
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discard;
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}
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vec3 N = normalize(texture(sNormalHeightMap, uv).rgb * 2.0 - 1.0);
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vec3 N = normalize(textureLod(sNormalHeightMap, uv, 0.0).rgb * 2.0 - 1.0);
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vec3 L = normalize(inTangentLightPos - inTangentFragPos);
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vec3 R = reflect(-L, N);
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vec3 H = normalize(L + V);
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