68 lines
2.8 KiB
GLSL
68 lines
2.8 KiB
GLSL
/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: SGXLib_NormalMapLighting
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// Program Desc: Normal map lighting functions.
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// Program Type: Vertex/Pixel shader
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// Language: GLSL
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void SGX_FetchNormal(in sampler2D s,
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in vec2 uv,
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out vec3 vOut)
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{
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vOut = 2.0 * texture2D(s, uv).xyz - 1.0;
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}
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//-----------------------------------------------------------------------------
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void SGX_TransformNormal(in vec3 vNormal,
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in vec4 vTangent,
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inout vec3 vNormalTS)
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{
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// use non-normalised post-interpolation values as in mikktspace
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// resulting normal will be normalised by lighting
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vec3 vBinormal = cross(vNormal, vTangent.xyz) * sign(vTangent.w);
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// direction: from tangent space to world
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mat3 TBN = mtxFromCols(vTangent.xyz, vBinormal, vNormal);
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vNormalTS = mul(TBN, vNormalTS);
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}
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//-----------------------------------------------------------------------------
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void SGX_Generate_Parallax_Texcoord(in sampler2D normalHeightMap,
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in vec2 texCoord,
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in vec3 viewPos,
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in vec2 scaleBias,
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out vec2 newTexCoord)
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{
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vec3 eyeVec = -normalize(viewPos);
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float height = texture2D(normalHeightMap, texCoord).a;
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float displacement = (height * scaleBias.x) + scaleBias.y;
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vec2 scaledEyeDir = eyeVec.xy * displacement;
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newTexCoord = scaledEyeDir + texCoord;
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} |