/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ //----------------------------------------------------------------------------- // Program Name: SGXLib_NormalMapLighting // Program Desc: Normal map lighting functions. // Program Type: Vertex/Pixel shader // Language: GLSL //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void SGX_FetchNormal(in sampler2D s, in vec2 uv, out vec3 vOut) { vOut = 2.0 * texture2D(s, uv).xyz - 1.0; } //----------------------------------------------------------------------------- void SGX_CalculateTBN(in vec3 vNormal, in vec4 vTangent, out mat3 TBN) { vec3 vBinormal = cross(vNormal, vTangent.xyz) * vTangent.w; // direction: from tangent space to world TBN = mtxFromCols(vTangent.xyz, vBinormal, vNormal); } //----------------------------------------------------------------------------- void SGX_Generate_Parallax_Texcoord(in sampler2D normalHeightMap, in vec2 texCoord, in vec3 viewPos, in float heightScale, in mat3 TBN, out vec2 newTexCoord) { //Calculate eye direction vec3 eyeVec = mul(-viewPos, TBN); eyeVec = normalize(eyeVec); #ifndef TERRAIN_PARALLAX_MAPPING eyeVec.y = -eyeVec.y; //Inverse y #endif newTexCoord = texCoord; #ifndef POM_LAYER_COUNT //Simple parallax mapping float height = 1.0f - texture2D(normalHeightMap, newTexCoord).a; #ifndef TERRAIN_PARALLAX_MAPPING vec2 p = eyeVec.xy / eyeVec.z * (height * heightScale); #else vec2 p = eyeVec.xy * (height * heightScale); #endif newTexCoord = newTexCoord - p; #else // parallax occlusion mapping #ifdef POM_MAX_DISTANCE if (abs(viewPos.z) > POM_MAX_DISTANCE) return; #endif //Configure steep mapping layering. float layerDepth = 1.0 / float(POM_LAYER_COUNT); float currentLayerDepth = 0.0; vec2 parallaxShift = (eyeVec.xy) * heightScale; vec2 deltaTexCoords = parallaxShift / float(POM_LAYER_COUNT); float currentDepthMapValue = 1.0f - texture2D(normalHeightMap, newTexCoord).a; //Loop through layers and break early if match found. for (int currentLayerId = 0; currentLayerId < POM_LAYER_COUNT; currentLayerId++) { // shift texture coordinates along direction of P newTexCoord -= deltaTexCoords; // get depthmap value at current texture coordinates currentDepthMapValue = 1.0f - texture2D(normalHeightMap, newTexCoord).a; //Break if layer height matched if (currentLayerDepth > currentDepthMapValue) break; // get depth of next layer currentLayerDepth += layerDepth; } // get texture coordinates before collision (reverse operations) vec2 prevTexCoords = newTexCoord + deltaTexCoords; // get depth after and before collision for linear interpolation float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = (1.0f - texture2D(normalHeightMap, prevTexCoords).a) - currentLayerDepth + layerDepth; // interpolation of texture coordinates float weight = afterDepth / (afterDepth - beforeDepth); newTexCoord = mix(newTexCoord, prevTexCoords, weight); #endif }