85 lines
3.0 KiB
GLSL
85 lines
3.0 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in VS_OUT {
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vec3 FragPos;
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vec2 TexCoords;
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vec3 TangentLightPos;
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vec3 TangentViewPos;
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vec3 TangentFragPos;
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} fs_in;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D depthTexture;
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uniform float heightScale;
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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{
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// number of depth layers
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const float minLayers = 8;
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const float maxLayers = 32;
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float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
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// calculate the size of each layer
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float layerDepth = 1.0 / numLayers;
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// depth of current layer
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float currentLayerDepth = 0.0;
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// the amount to shift the texture coordinates per layer (from vector P)
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vec2 P = viewDir.xy / viewDir.z * heightScale;
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vec2 deltaTexCoords = P / numLayers;
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// get initial values
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vec2 currentTexCoords = texCoords;
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float currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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while(currentLayerDepth < currentdepthTextureValue)
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{
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// shift texture coordinates along direction of P
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currentTexCoords -= deltaTexCoords;
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// get depthTexture value at current texture coordinates
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currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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// get depth of next layer
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currentLayerDepth += layerDepth;
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}
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// get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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// get depth after and before collision for linear interpolation
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float afterDepth = currentdepthTextureValue - currentLayerDepth;
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float beforeDepth = texture(depthTexture, prevTexCoords).r - currentLayerDepth + layerDepth;
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// interpolation of texture coordinates
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float weight = afterDepth / (afterDepth - beforeDepth);
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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}
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void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
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vec2 texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
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if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
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discard;
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vec3 texture = texture2D(diffuseTexture, texCoords).rgb;
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vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
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// obtain normal from normal map
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vec3 normal = texture2D(normalTexture, texCoords).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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vec3 lightDir = normalize(fs_in.TangentLightPos[0] - fs_in.TangentFragPos);
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = diff * texture;
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// specular
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vec3 reflectDir = reflect(-lightDir, normal);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
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vec3 specular = vec3(0.2) * spec;
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FragColor = vec4(ambient + diffuse + specular, 1.0);
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} |