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https://github.com/luanti-org/luanti.git
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Fix relief mapping issues
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parent
b30e8d8ec6
commit
655fc6010f
15 changed files with 206 additions and 70 deletions
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@ -1,6 +1,6 @@
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform sampler2D textureFlags;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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@ -15,19 +15,73 @@ varying vec3 tsEyeVec;
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varying vec3 lightVec;
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varying vec3 tsLightVec;
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bool normalTexturePresent = false;
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bool normalTexturePresent = false;
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bool texTileableHorizontal = false;
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bool texTileableVertical = false;
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bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float intensity (vec3 color)
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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if (flags.r > 0.5) {
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normalTexturePresent = true;
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}
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if (flags.g > 0.5) {
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texTileableHorizontal = true;
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}
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if (flags.b > 0.5) {
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texTileableVertical = true;
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}
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if (texTileableHorizontal && texTileableVertical) {
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texSeamless = true;
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}
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}
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vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
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{
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if (texSeamless) {
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uv += dist * ds;
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} else if (texTileableVertical == false) {
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vec2 uv2 = uv + dist * ds;
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// limit vertical texure displacement
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if ((uv.y + uv2.y) < 0.0) {
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uv.y = 0.0;
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} else if ((uv.y + uv2.y) > 1.999) {
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uv.y = 0.999;
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} else {
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uv.y = uv2.y;
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}
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uv.x = uv2.x;
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} else {
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vec2 uv2 = uv + dist * ds;
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// limit horizontal texure displacement
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if ((uv.x + uv2.x) < 0.0) {
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uv.x = 0.0;
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} else if ((uv.x + uv2.x) > 1.999) {
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uv.x = 0.999;
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} else {
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uv.x = uv2.x;
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}
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uv.y = uv2.y;
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}
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return uv;
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}
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float intensity(vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height (vec2 uv)
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float get_rgb_height(vec2 uv)
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{
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return intensity(texture2D(baseTexture,uv).rgb);
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if (texSeamless) {
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return intensity(texture2D(baseTexture, uv).rgb);
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} else {
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return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
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}
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}
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vec4 get_normal_map(vec2 uv)
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@ -50,7 +104,8 @@ float find_intersection(vec2 dp, vec2 ds)
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return depth;
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}
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float find_intersectionRGB(vec2 dp, vec2 ds) {
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float find_intersectionRGB(vec2 dp, vec2 ds)
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{
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const float depth_step = 1.0 / 24.0;
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float depth = 1.0;
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for (int i = 0 ; i < 24 ; i++) {
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@ -62,24 +117,19 @@ float find_intersectionRGB(vec2 dp, vec2 ds) {
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return depth;
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}
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void main (void)
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void main(void)
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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#if USE_NORMALMAPS == 1
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if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
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normalTexturePresent = true;
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}
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#endif
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get_texture_flags();
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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#if PARALLAX_OCCLUSION_MODE == 0
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// Parallax occlusion with slope information
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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@ -89,17 +139,23 @@ void main (void)
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uv += h * normal.z * eyeRay;
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}
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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// offset the texture by maximum possible displacement,
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// this will help align seamless and non seamless textures
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uv -= ds;
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float dist = find_intersection(uv, ds);
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uv += dist * ds;
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uv = validate_displacement(uv, ds, dist);
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#endif
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} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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uv -= ds;
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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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uv = validate_displacement(uv, ds, dist);
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}
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#endif
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@ -107,10 +163,10 @@ void main (void)
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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}
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#endif
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if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
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if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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