#version 430 core out vec4 FragColor; in VS_OUT { vec3 FragPos; vec2 TexCoords; vec3 TangentLightPos; vec3 TangentViewPos; vec3 TangentFragPos; } fs_in; layout (binding = 0) uniform sampler2D albedoMap; layout (binding = 1) uniform sampler2D normalMap; layout (binding = 2) uniform sampler2D depthMap; uniform float height_scale; 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), 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 = view_direction.xy / view_direction.z * height_scale; vec2 deltaTexCoords = P / numLayers; // get initial values vec2 currentTexCoords = uv; float currentDepthMapValue = 1.0 - texture(depthMap, currentTexCoords).r; while(currentLayerDepth < currentDepthMapValue) { // shift texture coordinates along direction of P currentTexCoords -= deltaTexCoords; // get depthmap value at current texture coordinates currentDepthMapValue = 1.0 - texture(depthMap, currentTexCoords).r; // get depth of next layer currentLayerDepth += layerDepth; } // get texture coordinates before collision (reverse operations) vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get depth after and before collision for linear interpolation float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = 1.0 - texture(depthMap, prevTexCoords).r - currentLayerDepth + layerDepth; // interpolation of texture coordinates float weight = afterDepth / (afterDepth - beforeDepth); vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); return finalTexCoords; } void main() { // Offset texture coordinates with Parallax Mapping vec3 view_direction = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos); vec2 uv = fs_in.TexCoords; 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; // 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 albedo color vec3 color = texture(albedoMap, uv).rgb; // Ambient lighting vec3 ambient = 0.1 * color; // 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; // Apply FragColor = vec4(ambient + albedo + specular, 1.0); }