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-rw-r--r--src/Runtime/res/effectlib/fileBumpTexture.glsllib86
1 files changed, 43 insertions, 43 deletions
diff --git a/src/Runtime/res/effectlib/fileBumpTexture.glsllib b/src/Runtime/res/effectlib/fileBumpTexture.glsllib
index fb041d68..0f27fd80 100644
--- a/src/Runtime/res/effectlib/fileBumpTexture.glsllib
+++ b/src/Runtime/res/effectlib/fileBumpTexture.glsllib
@@ -47,59 +47,59 @@
// compute a normal based on a heightfield style bump texture
// example call:
// fileBumpTexture(bump_texture, bump_amount, mono_average
-// , transformCoordinate(
-// rotationTranslationScale(
-// vec3( 0.000000, 0.000000, 0.000000 )
-// , vec3( 0.000000, 0.000000, 0.000000 )
-// , vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) )
-// , textureCoordinateInfo( texCoord0, tangent, binormal ) )
-// , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 )
-// , wrap_repeat, wrap_repeat, normal );
+// , transformCoordinate(
+// rotationTranslationScale(
+// vec3( 0.000000, 0.000000, 0.000000 )
+// , vec3( 0.000000, 0.000000, 0.000000 )
+// , vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) )
+// , textureCoordinateInfo( texCoord0, tangent, binormal ) )
+// , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 )
+// , wrap_repeat, wrap_repeat, normal );
vec3 fileBumpTexture( in sampler2D sampler, in float factor, in int bumpSource
- , in texture_coordinate_info uvw
+ , in texture_coordinate_info uvw
, in vec2 cropU, in vec2 cropV
- , in int wrapU, in int wrapV, in vec3 normal )
+ , in int wrapU, in int wrapV, in vec3 normal )
{
- vec2 bumpMapSize = vec2( textureSize( sampler, 0 ) );
- float bumpMapLevels = log2( max( bumpMapSize.x, bumpMapSize.y ) );
- // simulate textureQueryLod
- vec2 dx = dFdx( uvw.position.xy * bumpMapSize.x );
- vec2 dy = dFdy( uvw.position.xy * bumpMapSize.y );
+ vec2 bumpMapSize = vec2( textureSize( sampler, 0 ) );
+ float bumpMapLevels = log2( max( bumpMapSize.x, bumpMapSize.y ) );
+ // simulate textureQueryLod
+ vec2 dx = dFdx( uvw.position.xy * bumpMapSize.x );
+ vec2 dy = dFdy( uvw.position.xy * bumpMapSize.y );
- float px = dot( dx, dx );
- float py = dot( dy, dy );
+ float px = dot( dx, dx );
+ float py = dot( dy, dy );
- float maxlod = 0.5 * log2( max( px, py ) ); // log2(sqrt()) = 0.5*log2()
- float minlod = 0.5 * log2( min( px, py ) );
+ float maxlod = 0.5 * log2( max( px, py ) ); // log2(sqrt()) = 0.5*log2()
+ float minlod = 0.5 * log2( min( px, py ) );
- float lod = max(0.0, min( maxlod, bumpMapLevels ));
+ float lod = max(0.0, min( maxlod, bumpMapLevels ));
- // invert factor
- float invFactor = -factor;
+ // invert factor
+ float invFactor = -factor;
- // currently no lod supported we use 3.3 GL
- //float lod = textureQueryLod( sampler, uvw.position.xy ).x;
- vec2 size = mix( vec2( textureSize( sampler, int( floor( lod ) ) ) ), vec2( textureSize( sampler, int( ceil( lod ) ) ) ), fract( lod ) );
- vec2 unitStep = 1.0f / size;
+ // currently no lod supported we use 3.3 GL
+ //float lod = textureQueryLod( sampler, uvw.position.xy ).x;
+ vec2 size = mix( vec2( textureSize( sampler, int( floor( lod ) ) ) ), vec2( textureSize( sampler, int( ceil( lod ) ) ) ), fract( lod ) );
+ vec2 unitStep = 1.0f / size;
- // Add an inveres scale to keep the original gradient values
- // this makes the bumps a lot smoother.
- // Or we could do it like in iRay and sample always at original size.
- // But this makes me feel better.
- vec2 scale = size / bumpMapSize;
+ // Add an inveres scale to keep the original gradient values
+ // this makes the bumps a lot smoother.
+ // Or we could do it like in iRay and sample always at original size.
+ // But this makes me feel better.
+ vec2 scale = size / bumpMapSize;
- float du = monoChannel( textureLod( sampler, vec2( uvw.position.x + unitStep.x, uvw.position.y ), lod ), bumpSource )
- - monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y ), lod ), bumpSource );
- float dv = monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y + unitStep.y ), lod ), bumpSource )
- - monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y ), lod ), bumpSource );
+ float du = monoChannel( textureLod( sampler, vec2( uvw.position.x + unitStep.x, uvw.position.y ), lod ), bumpSource )
+ - monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y ), lod ), bumpSource );
+ float dv = monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y + unitStep.y ), lod ), bumpSource )
+ - monoChannel( textureLod( sampler, vec2( uvw.position.x, uvw.position.y ), lod ), bumpSource );
- vec3 n = normalize(vec3(invFactor * scale.x * du, invFactor * scale.x * dv, 1.0));
- n = n.x*uvw.tangent_u + n.y*uvw.tangent_v + n.z*normal;
- return normalize(normal + n);
+ vec3 n = normalize(vec3(invFactor * scale.x * du, invFactor * scale.x * dv, 1.0));
+ n = n.x*uvw.tangent_u + n.y*uvw.tangent_v + n.z*normal;
+ return normalize(normal + n);
}
#include "textureCoordinateInfo.glsllib"
@@ -109,11 +109,11 @@ vec3 fileBumpTexture( in sampler2D sampler, in float factor, in int bumpSource
//TODO - figure out if we need to manipulate tangent_u, tangent_v.
vec3 simplerFileBumpTexture( in sampler2D sampler, in float factor, vec2 texCoord, vec3 tangent, vec3 binormal, vec3 normal )
{
- return fileBumpTexture( sampler, factor, mono_average
- , textureCoordinateInfo( vec3( texCoord.x, texCoord.y, 0.0 ), tangent, binormal )
- , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 )
- , wrap_repeat, wrap_repeat, normal );
+ return fileBumpTexture( sampler, factor, mono_average
+ , textureCoordinateInfo( vec3( texCoord.x, texCoord.y, 0.0 ), tangent, binormal )
+ , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 )
+ , wrap_repeat, wrap_repeat, normal );
}
-#endif \ No newline at end of file
+#endif