procedural-3d-engine/data/shaders/hlsl/parallaxmapping/parallax.frag
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

110 lines
3.3 KiB
GLSL

// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
Texture2D textureNormalHeightMap : register(t2);
SamplerState samplerNormalHeightMap : register(s2);
struct UBO
{
float heightScale;
float parallaxBias;
float numLayers;
int mappingMode;
};
cbuffer ubo : register(b3) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 TangentLightPos : TEXCOORD1;
[[vk::location(2)]] float3 TangentViewPos : TEXCOORD2;
[[vk::location(3)]] float3 TangentFragPos : TEXCOORD3;
};
float2 parallaxMapping(float2 uv, float3 viewDir)
{
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a;
float2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
return uv - p;
}
float2 steepParallaxMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
float2 currUV = uv;
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
return currUV;
}
float2 parallaxOcclusionMapping(float2 uv, float3 viewDir)
{
float layerDepth = 1.0 / ubo.numLayers;
float currLayerDepth = 0.0;
float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
float2 currUV = uv;
float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
for (int i = 0; i < ubo.numLayers; i++) {
currLayerDepth += layerDepth;
currUV -= deltaUV;
height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a;
if (height < currLayerDepth) {
break;
}
}
float2 prevUV = currUV + deltaUV;
float nextDepth = height - currLayerDepth;
float prevDepth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth;
return lerp(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
}
float4 main(VSOutput input) : SV_TARGET
{
float3 V = normalize(input.TangentViewPos - input.TangentFragPos);
float2 uv = input.UV;
if (ubo.mappingMode == 0) {
// Color only
return textureColorMap.Sample(samplerColorMap, input.UV);
} else {
switch(ubo.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(textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, 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 = textureColorMap.Sample(samplerColorMap, 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);
}
}