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Improved parallax mapping. Generate heightmaps on the fly.

This commit is contained in:
RealBadAngel 2015-06-14 21:13:36 +02:00
parent d105bf27dd
commit 43fcfbfe05
11 changed files with 310 additions and 241 deletions

View file

@ -14,7 +14,7 @@ varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
@ -40,15 +40,15 @@ void main (void)
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0) {
normalTexturePresent = true;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent){
if (normalTexturePresent) {
vec3 tsEye = normalize(tsEyeVec);
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
@ -56,14 +56,13 @@ void main (void)
#endif
#ifdef USE_NORMALMAPS
if (normalTexturePresent){
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
@ -77,16 +76,15 @@ void main (void)
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap){
if (use_normalmap) {
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
/* Mathematic optimization
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions

View file

@ -18,20 +18,23 @@ varying vec3 tsLightVec;
const float e = 2.718281828459;
const float BS = 10.0;
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
float smoothCurve(float x)
{
return x * x * (3.0 - 2.0 * x);
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
float triangleWave(float x)
{
return abs(fract( x + 0.5 ) * 2.0 - 1.0);
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
float smoothTriangleWave(float x)
{
return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
}
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;