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OpenGL2: Bit more parallax optimization.
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1 changed files with 8 additions and 4 deletions
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@ -103,6 +103,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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// texture depth at best depth
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float texDepth = 0.0;
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float prevT = SampleDepth(normalMap, dp);
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float prevTexDepth = prevT;
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// search front to back for first point inside object
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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@ -115,15 +118,16 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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bestDepth = depth; // store best depth
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texDepth = t;
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prevTexDepth = prevT;
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}
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prevT = t;
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}
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depth = bestDepth;
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#if !defined (USE_RELIEFMAP)
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float prevDepth = depth - size;
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float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
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bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + prevTexDepth);
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float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
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bestDepth -= (depth - size - prevTexDepth) * div;
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#else
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// recurse around first point (depth) for closest match
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for(int i = 0; i < binarySearchSteps; ++i)
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@ -369,7 +373,7 @@ void main()
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vec2 texCoords = var_TexCoords.xy;
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#if defined(USE_PARALLAXMAP)
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vec3 offsetDir = normalize(E * tangentToWorld);
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vec3 offsetDir = viewDir * tangentToWorld;
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offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
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