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- #if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
- #if defined(TANGENT) && defined(NORMAL)
- varying mat3 vTBN;
- #endif
- #ifdef OBJECTSPACE_NORMALMAP
- uniform mat4 normalMatrix;
- #endif
- vec3 perturbNormal(mat3 cotangentFrame, vec3 textureSample, float scale)
- {
- textureSample = textureSample * 2.0 - 1.0;
- #ifdef NORMALXYSCALE
- textureSample = normalize(textureSample * vec3(scale, scale, 1.0));
- #endif
- return normalize(cotangentFrame * textureSample);
- }
- // Thanks to http://www.thetenthplanet.de/archives/1180
- mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv, vec2 tangentSpaceParams)
- {
- // flip the uv for the backface
- uv = gl_FrontFacing ? uv : -uv;
- // get edge vectors of the pixel triangle
- vec3 dp1 = dFdx(p);
- vec3 dp2 = dFdy(p);
- vec2 duv1 = dFdx(uv);
- vec2 duv2 = dFdy(uv);
- // solve the linear system
- vec3 dp2perp = cross(dp2, normal);
- vec3 dp1perp = cross(normal, dp1);
- vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
- vec3 bitangent = dp2perp * duv1.y + dp1perp * duv2.y;
- // invert the tangent/bitangent if requested
- tangent *= tangentSpaceParams.x;
- bitangent *= tangentSpaceParams.y;
- // construct a scale-invariant frame
- float invmax = inversesqrt(max(dot(tangent, tangent), dot(bitangent, bitangent)));
- return mat3(tangent * invmax, bitangent * invmax, normal);
- }
- #endif
- #if defined(BUMP)
- #if BUMPDIRECTUV == 1
- #define vBumpUV vMainUV1
- #elif BUMPDIRECTUV == 2
- #define vBumpUV vMainUV2
- #else
- varying vec2 vBumpUV;
- #endif
- uniform sampler2D bumpSampler;
-
- vec3 perturbNormal(mat3 cotangentFrame, vec2 uv)
- {
- return perturbNormal(cotangentFrame, texture2D(bumpSampler, uv).xyz, vBumpInfos.y);
- }
- #endif
- #if defined(BUMP)
- vec3 perturbNormal(mat3 cotangentFrame, vec3 color)
- {
- return perturbNormal(cotangentFrame, color, vBumpInfos.y);
- }
- // Thanks to http://www.thetenthplanet.de/archives/1180
- mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)
- {
- return cotangent_frame(normal, p, uv, vTangentSpaceParams);
- }
- #endif
- #if defined(BUMP) && defined(PARALLAX)
- const float minSamples = 4.;
- const float maxSamples = 15.;
- const int iMaxSamples = 15;
- // http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-closer-look-at-parallax-occlusion-mapping-r3262
- vec2 parallaxOcclusion(vec3 vViewDirCoT, vec3 vNormalCoT, vec2 texCoord, float parallaxScale) {
- float parallaxLimit = length(vViewDirCoT.xy) / vViewDirCoT.z;
- parallaxLimit *= parallaxScale;
- vec2 vOffsetDir = normalize(vViewDirCoT.xy);
- vec2 vMaxOffset = vOffsetDir * parallaxLimit;
- float numSamples = maxSamples + (dot(vViewDirCoT, vNormalCoT) * (minSamples - maxSamples));
- float stepSize = 1.0 / numSamples;
- // Initialize the starting view ray height and the texture offsets.
- float currRayHeight = 1.0;
- vec2 vCurrOffset = vec2(0, 0);
- vec2 vLastOffset = vec2(0, 0);
- float lastSampledHeight = 1.0;
- float currSampledHeight = 1.0;
- for (int i = 0; i < iMaxSamples; i++)
- {
- currSampledHeight = texture2D(bumpSampler, vBumpUV + vCurrOffset).w;
- // Test if the view ray has intersected the surface.
- if (currSampledHeight > currRayHeight)
- {
- float delta1 = currSampledHeight - currRayHeight;
- float delta2 = (currRayHeight + stepSize) - lastSampledHeight;
- float ratio = delta1 / (delta1 + delta2);
- vCurrOffset = (ratio)* vLastOffset + (1.0 - ratio) * vCurrOffset;
- // Force the exit of the loop
- break;
- }
- else
- {
- currRayHeight -= stepSize;
- vLastOffset = vCurrOffset;
- vCurrOffset += stepSize * vMaxOffset;
- lastSampledHeight = currSampledHeight;
- }
- }
- return vCurrOffset;
- }
- vec2 parallaxOffset(vec3 viewDir, float heightScale)
- {
- // calculate amount of offset for Parallax Mapping With Offset Limiting
- float height = texture2D(bumpSampler, vBumpUV).w;
- vec2 texCoordOffset = heightScale * viewDir.xy * height;
- return -texCoordOffset;
- }
- #endif
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