diff --git a/Shader/bump.fs b/Shader/bump.fs index 243f59a..afb597e 100644 --- a/Shader/bump.fs +++ b/Shader/bump.fs @@ -1,6 +1,5 @@ - - #version 430 core + out vec4 FragColor; in VS_OUT { @@ -11,28 +10,28 @@ in VS_OUT { vec3 TangentFragPos; } fs_in; -layout (binding = 0) uniform sampler2D diffuseMap; +layout (binding = 0) uniform sampler2D albedoMap; layout (binding = 1) uniform sampler2D normalMap; layout (binding = 2) uniform sampler2D depthMap; uniform float height_scale; -vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) +vec2 get_parallax_offset_uv(vec2 uv, vec3 view_direction) { // number of depth layers const float minLayers = 8; const float maxLayers = 32; - float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); + float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), view_direction))); // calculate the size of each layer float layerDepth = 1.0 / numLayers; // depth of current layer float currentLayerDepth = 0.0; // the amount to shift the texture coordinates per layer (from vector P) - vec2 P = viewDir.xy / viewDir.z * height_scale; + vec2 P = view_direction.xy / view_direction.z * height_scale; vec2 deltaTexCoords = P / numLayers; // get initial values - vec2 currentTexCoords = texCoords; + vec2 currentTexCoords = uv; float currentDepthMapValue = 1.0 - texture(depthMap, currentTexCoords).r; while(currentLayerDepth < currentDepthMapValue) @@ -61,32 +60,38 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) void main() { - // offset texture coordinates with Parallax Mapping - vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos); - vec2 texCoords = fs_in.TexCoords; + // Offset texture coordinates with Parallax Mapping + vec3 view_direction = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos); + vec2 uv = fs_in.TexCoords; - texCoords = ParallaxMapping(fs_in.TexCoords, viewDir); - if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0) + uv = get_parallax_offset_uv(fs_in.TexCoords, view_direction); + + // Discard if the parallax offset moved us outside of the texture + if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0) discard; - // obtain normal from normal map - vec3 normal = texture(normalMap, texCoords).rgb; + // Get normal from normal map and scale it to -1..1 + vec3 normal = texture(normalMap, uv).rgb; normal = normalize(normal * 2.0 - 1.0); - // get diffuse color - vec3 color = texture(diffuseMap, texCoords).rgb; - // ambient + // Get albedo color + vec3 color = texture(albedoMap, uv).rgb; + + // Ambient lighting vec3 ambient = 0.1 * color; - // diffuse - vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos); - float diff = max(dot(lightDir, normal), 0.0); - vec3 diffuse = diff * color; - // specular - vec3 reflectDir = reflect(-lightDir, normal); - vec3 halfwayDir = normalize(lightDir + viewDir); - float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0); + + // Apply albedo with intensity based on the dot product between the light direction and the normal here + vec3 light_direction = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos); + float light_normal_dot = max(dot(light_direction, normal), 0.0); + vec3 albedo = light_normal_dot * color; + + // Specular lighting + vec3 halfway_reflected_light_direction = normalize(light_direction + view_direction); + float spec = pow(max(dot(normal, halfway_reflected_light_direction), 0.0), 32.0); vec3 specular = vec3(0.2) * spec; - FragColor = vec4(ambient + diffuse + specular, 1.0); + + // Apply + FragColor = vec4(ambient + albedo + specular, 1.0); } diff --git a/Shader/bump.vs b/Shader/bump.vs index 9e25901..2d747c3 100644 --- a/Shader/bump.vs +++ b/Shader/bump.vs @@ -1,4 +1,5 @@ #version 430 + layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords;