#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 diffuseMap; layout (binding = 1) uniform sampler2D normalMap; layout (binding = 2) uniform sampler2D depthMap; uniform float height_scale; vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) { // 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))); // 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 deltaTexCoords = P / numLayers; // get initial values vec2 currentTexCoords = texCoords; 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 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos); vec2 texCoords = 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) discard; // obtain normal from normal map vec3 normal = texture(normalMap, texCoords).rgb; normal = normalize(normal * 2.0 - 1.0); // get diffuse color vec3 color = texture(diffuseMap, texCoords).rgb; // ambient 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); vec3 specular = vec3(0.2) * spec; FragColor = vec4(ambient + diffuse + specular, 1.0); }