Parallax: fix texture() in non-uniform control-flow

This commit is contained in:
Christian Forfang 2018-03-07 14:50:14 +01:00
parent b2d37e714b
commit 8cc8805a43
2 changed files with 11 additions and 11 deletions

View file

@ -22,7 +22,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
{ {
if (type == 2) { if (type == 2) {
// Parallax mapping // 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; vec2 p = view_dir.xy * (depth * (ubo.heightScale * 0.5) + ubo.parallaxBias) / view_dir.z;
return uv - p; return uv - p;
} else { } 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 delta_uv = view_dir.xy * ubo.heightScale / (view_dir.z * ubo.numLayers);
vec2 cur_uv = uv; 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++) { for (int i = 0; i < 32; i++) {
cur_layer_depth += layer_depth; cur_layer_depth += layer_depth;
cur_uv -= delta_uv; 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) { if (depth_from_tex < cur_layer_depth) {
break; break;
} }
@ -49,7 +49,7 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
// Parallax occlusion mapping // Parallax occlusion mapping
vec2 prev_uv = cur_uv + delta_uv; vec2 prev_uv = cur_uv + delta_uv;
float next = depth_from_tex - cur_layer_depth; 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); float weight = next / (next - prev);
return mix(cur_uv, prev_uv, weight); 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) 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; vec2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
return uv - p; return uv - p;
} }
@ -69,11 +69,11 @@ vec2 steepParallaxMapping(vec2 uv, vec3 viewDir)
float currLayerDepth = 0.0; float currLayerDepth = 0.0;
vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers); vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
vec2 currUV = uv; 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++) { for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth; currLayerDepth += layerDepth;
currUV -= deltaUV; currUV -= deltaUV;
height = 1.0 - texture(sNormalHeightMap, currUV).a; height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) { if (height < currLayerDepth) {
break; break;
} }
@ -87,18 +87,18 @@ vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir)
float currLayerDepth = 0.0; float currLayerDepth = 0.0;
vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers); vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
vec2 currUV = uv; 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++) { for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth; currLayerDepth += layerDepth;
currUV -= deltaUV; currUV -= deltaUV;
height = 1.0 - texture(sNormalHeightMap, currUV).a; height = 1.0 - textureLod(sNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) { if (height < currLayerDepth) {
break; break;
} }
} }
vec2 prevUV = currUV + deltaUV; vec2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth; 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)); return mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
} }
@ -128,7 +128,7 @@ void main(void)
discard; 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 L = normalize(inTangentLightPos - inTangentFragPos);
vec3 R = reflect(-L, N); vec3 R = reflect(-L, N);
vec3 H = normalize(L + V); vec3 H = normalize(L + V);