procedural-3d-engine/shaders/slang/parallaxmapping/parallax.slang
2025-05-17 16:52:08 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct UBOScene
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 cameraPos;
};
ConstantBuffer<UBOScene> uboScene;
Sampler2D samplerColorMap;
Sampler2D samplerNormalHeightMap;
struct UBOParams
{
float heightScale;
float parallaxBias;
float numLayers;
int mappingMode;
};
ConstantBuffer<UBOParams> uboParams;
struct VSInput
{
float3 Pos;
float2 UV;
float3 Normal;
float4 Tangent;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
float3 TangentLightPos;
float3 TangentViewPos;
float3 TangentFragPos;
};
float2 parallaxMapping(float2 uv, float3 viewDir)
{
float height = 1.0 - samplerNormalHeightMap.SampleLevel(uv, 0.0).a;
float2 p = viewDir.xy * (height * (uboParams.heightScale * 0.5) + uboParams.parallaxBias) / viewDir.z;
return uv - p;
}
float2 steepParallaxMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / uboParams.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * uboParams.heightScale / (viewDir.z * uboParams.numLayers);
float2 currUV = uv;
float height = 1.0 - samplerNormalHeightMap.SampleLevel(currUV, 0.0).a;
for (int i = 0; i < uboParams.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - samplerNormalHeightMap.SampleLevel(currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
return currUV;
}
float2 parallaxOcclusionMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / uboParams.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * uboParams.heightScale / (viewDir.z * uboParams.numLayers);
float2 currUV = uv;
float height = 1.0 - samplerNormalHeightMap.SampleLevel(currUV, 0.0).a;
for (int i = 0; i < uboParams.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - samplerNormalHeightMap.SampleLevel(currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
float2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth;
float prevDepth = 1.0 - samplerNormalHeightMap.SampleLevel(prevUV, 0.0).a - currLayerDepth + layerDepth;
return lerp(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
}
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(uboScene.model, float4(input.Pos, 1.0f))));
output.UV = input.UV;
float3 N = normalize(input.Normal);
float3 T = normalize(input.Tangent.xyz);
float3 B = normalize(cross(N, T));
float3x3 TBN = float3x3(T, B, N);
output.TangentLightPos = mul(TBN, uboScene.lightPos.xyz);
output.TangentViewPos = mul(TBN, uboScene.cameraPos.xyz);
output.TangentFragPos = mul(TBN, mul(uboScene.model, float4(input.Pos, 1.0)).xyz);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 V = normalize(input.TangentViewPos - input.TangentFragPos);
float2 uv = input.UV;
if (uboParams.mappingMode == 0) {
// Color only
return samplerColorMap.Sample(input.UV);
} else {
switch (uboParams.mappingMode) {
case 2:
uv = parallaxMapping(input.UV, V);
break;
case 3:
uv = steepParallaxMapping(input.UV, V);
break;
case 4:
uv = parallaxOcclusionMapping(input.UV, V);
break;
}
// Discard fragments at texture border
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
clip(-1);
}
float3 N = normalize(samplerNormalHeightMap.SampleLevel(uv, 0.0).rgb * 2.0 - 1.0);
float3 L = normalize(input.TangentLightPos - input.TangentFragPos);
float3 R = reflect(-L, N);
float3 H = normalize(L + V);
float3 color = samplerColorMap.Sample(uv).rgb;
float3 ambient = 0.2 * color;
float3 diffuse = max(dot(L, N), 0.0) * color;
float3 specular = float3(0.15, 0.15, 0.15) * pow(max(dot(N, H), 0.0), 32.0);
return float4(ambient + diffuse + specular, 1.0f);
}
}