Parallax mapping sample shader folder name
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5 changed files with 2 additions and 2 deletions
143
data/shaders/parallaxmapping/parallax.frag
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143
data/shaders/parallaxmapping/parallax.frag
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#version 450
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (binding = 3) uniform UBO
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{
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float heightScale;
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float parallaxBias;
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float numLayers;
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int mappingMode;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inTangentLightPos;
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layout (location = 2) in vec3 inTangentViewPos;
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layout (location = 3) in vec3 inTangentFragPos;
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layout (location = 0) out vec4 outColor;
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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 - 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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float layer_depth = 1.0 / ubo.numLayers;
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float cur_layer_depth = 0.0;
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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 - 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 - 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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}
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if (type == 3) {
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// Steep parallax mapping
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return cur_uv;
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} else {
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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 - 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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}
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}
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vec2 parallaxMapping(vec2 uv, vec3 viewDir)
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{
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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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vec2 steepParallaxMapping(vec2 uv, vec3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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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 - 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 - 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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return currUV;
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}
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vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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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 - 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 - 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 - 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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void main(void)
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{
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vec3 V = normalize(inTangentViewPos - inTangentFragPos);
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vec2 uv = inUV;
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if (ubo.mappingMode == 0) {
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// Color only
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outColor = texture(sColorMap, inUV);
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} else {
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switch(ubo.mappingMode) {
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case 2:
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uv = parallaxMapping(inUV, V);
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break;
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case 3:
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uv = steepParallaxMapping(inUV, V);
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break;
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case 4:
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uv = parallaxOcclusionMapping(inUV, V);
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break;
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}
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// Discard fragments at texture border
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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discard;
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}
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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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vec3 color = texture(sColorMap, uv).rgb;
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vec3 ambient = 0.2 * color;
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vec3 diffuse = max(dot(L, N), 0.0) * color;
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vec3 specular = vec3(0.15) * pow(max(dot(N, H), 0.0), 32.0);
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outColor = vec4(ambient + diffuse + specular, 1.0f);
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}
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}
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