Shader cleanup

This commit is contained in:
karl 2021-04-11 19:48:57 +02:00
parent ffd3807d0d
commit a58aea923a
2 changed files with 32 additions and 26 deletions

View File

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

View File

@ -1,4 +1,5 @@
#version 430 #version 430
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal; layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords; layout (location = 2) in vec2 aTexCoords;