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https://github.com/UberGames/lilium-voyager.git
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Add r_parallaxMapShadows.
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e5da13f146
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5 changed files with 54 additions and 1 deletions
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@ -143,6 +143,35 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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return bestDepth;
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}
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float LightRay(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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const int linearSearchSteps = 16;
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// current size of search window
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float size = 1.0 / float(linearSearchSteps);
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// current height from initial texel depth
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float height = 0.0;
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float startDepth = SampleDepth(normalMap, dp);
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// find a collision or escape
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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height += size;
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if (startDepth < height)
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return 1.0;
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float t = SampleDepth(normalMap, dp + ds * height);
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if (startDepth > t + height)
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return 0.0;
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}
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return 1.0;
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}
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#endif
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vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
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@ -252,7 +281,7 @@ 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 = viewDir * tangentToWorld;
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vec3 offsetDir = E * tangentToWorld;
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offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
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@ -319,6 +348,13 @@ void main()
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#endif
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#endif
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#if defined(USE_PARALLAXMAP) && defined(USE_PARALLAXMAP_SHADOWS)
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offsetDir = L * tangentToWorld;
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offsetDir.xy *= u_NormalScale.a / offsetDir.z;
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lightColor *= LightRay(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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#if !defined(USE_LIGHT_VECTOR)
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ambientColor = lightColor;
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float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
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@ -457,6 +493,12 @@ void main()
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// enable when point lights are supported as primary lights
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//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
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#if defined(USE_PARALLAXMAP) && defined(USE_PARALLAXMAP_SHADOWS)
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offsetDir = L2 * tangentToWorld;
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offsetDir.xy *= u_NormalScale.a / offsetDir.z;
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lightColor *= LightRay(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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gl_FragColor.rgb += lightColor * reflectance * NL2;
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#endif
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@ -1122,6 +1122,9 @@ void GLSL_InitGPUShaders(void)
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Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
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if (r_parallaxMapping->integer > 1)
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Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
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if (r_parallaxMapShadows->integer)
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Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP_SHADOWS\n");
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}
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}
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@ -131,6 +131,7 @@ cvar_t *r_normalMapping;
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cvar_t *r_specularMapping;
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cvar_t *r_deluxeMapping;
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cvar_t *r_parallaxMapping;
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cvar_t *r_parallaxMapShadows;
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cvar_t *r_cubeMapping;
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cvar_t *r_cubemapSize;
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cvar_t *r_deluxeSpecular;
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@ -1235,6 +1236,7 @@ void R_Register( void )
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r_specularMapping = ri.Cvar_Get( "r_specularMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_parallaxMapShadows = ri.Cvar_Get( "r_parallaxMapShadows", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_cubemapSize = ri.Cvar_Get( "r_cubemapSize", "128", CVAR_ARCHIVE | CVAR_LATCH );
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r_deluxeSpecular = ri.Cvar_Get("r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH);
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@ -1771,6 +1771,7 @@ extern cvar_t *r_normalMapping;
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extern cvar_t *r_specularMapping;
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extern cvar_t *r_deluxeMapping;
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extern cvar_t *r_parallaxMapping;
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extern cvar_t *r_parallaxMapShadows;
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extern cvar_t *r_cubeMapping;
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extern cvar_t *r_cubemapSize;
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extern cvar_t *r_deluxeSpecular;
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@ -184,6 +184,11 @@ Cvars for advanced material usage:
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1 - Use parallax occlusion mapping.
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2 - Use relief mapping. (slower)
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* `r_parallaxMapShadows` - Enable self-shadowing on parallax map
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supported materials.
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0 - No. (default)
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1 - Yes.
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* `r_baseSpecular` - Set the specular reflectance of materials
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which don't include a specular map or
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use the specularReflectance keyword.
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