2021-04-11 19:48:57 +02:00

98 lines
3.3 KiB
GLSL

#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);
}