stuff
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// [COMBO] {"material":"ui_editor_properties_quality","combo":"QUALITY","type":"options","default":1,"options":{"ui_editor_properties_basic":0,"ui_editor_properties_occlusion_performance":1,"ui_editor_properties_occlusion_quality":2}}
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_depth_map","mode":"depth","format":"r8","default":"util/black","paintdefaultcolor":"0 0 0 1"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform vec2 g_Scale; // {"material":"scale","label":"ui_editor_properties_depth","default":"1 1","linked":true,"range":[0.01, 2.0]}
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uniform float g_Sensitivity; // {"material":"sens","label":"ui_editor_properties_perspective","default":1,"range":[-5.0, 5.0]}
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uniform float g_Center; // {"material":"center","label":"ui_editor_properties_center","default":0.3,"range":[0.0, 1.0]}
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//uniform mat4 g_EffectModelViewProjectionMatrixInverse;
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//uniform mat4 g_EffectTextureProjectionMatrixInverse;
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//uniform mat4 g_EffectTextureProjectionMatrix;
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varying vec4 v_TexCoord;
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varying vec2 v_ParallaxOffset;
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#if MASK
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varying vec2 v_TexCoordMask;
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#endif
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#if QUALITY != 0
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vec2 ParallaxMapping(vec2 texCoords, vec2 viewDir)
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{
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#if QUALITY == 1
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float numLayers = 24;
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#endif
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#if QUALITY == 2
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float numLayers = 64;
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#endif
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float layerDepth = 1.0 / numLayers;
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float currentLayerDepth = 1.0;
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vec2 P = viewDir.xy * g_Scale * 0.1;
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vec2 deltaTexCoords = P / numLayers;
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vec2 currentTexCoords = texCoords;
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float currentDepthMapValue = texSample2D(g_Texture1, currentTexCoords).r;
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for (float i=0.0; currentLayerDepth > currentDepthMapValue && i<numLayers; i++)
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{
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currentTexCoords -= deltaTexCoords;
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currentDepthMapValue = texSample2D(g_Texture1, currentTexCoords).r;
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currentLayerDepth -= layerDepth;
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = texSample2D(g_Texture1, prevTexCoords).r - currentLayerDepth - layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth);
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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}
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#endif
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void main() {
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float depth = texSample2D(g_Texture1, v_TexCoord.zw).r;
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float mask = 1.0;
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#if MASK
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mask *= texSample2D(g_Texture2, v_TexCoordMask.xy).r;
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#endif
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#if QUALITY == 0
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vec2 pointer = vec2(v_TexCoord.z, 1.0 - v_TexCoord.w);
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pointer = (pointer - v_ParallaxOffset) * vec2(2.0, -2.0) * g_Scale * -0.04;
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vec2 offset = (depth * 2.0 - 1.0) * pointer * mask;
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy + offset);
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#else
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float ctrlSign = step(0.0, g_Sensitivity);
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float negPerspective = -g_Sensitivity;
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float ctrlPerspOrtho = saturate(g_Sensitivity) + step(0.0001, negPerspective);
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vec2 prlx = mix(v_ParallaxOffset, CAST2(1.0) - v_ParallaxOffset, ctrlSign);
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vec2 coords = mix(v_TexCoord.xy, (v_TexCoord.xy - CAST2(0.5)) / (1.0 + g_Sensitivity * 0.2) + CAST2(0.5), ctrlSign);
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coords = coords - (prlx * 2 - 1) * g_Center * vec2(-0.05, 0.05) * g_Scale * mix(-1.0, negPerspective, ctrlPerspOrtho);
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vec2 pointer = vec2(1.0 - v_TexCoord.z, v_TexCoord.w);
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vec2 ctrlDir = (pointer - prlx);
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ctrlDir = mix(vec2(1.0 - prlx.x, prlx.y) - CAST2(0.5),
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ctrlDir * vec2(-negPerspective, negPerspective),
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ctrlPerspOrtho);
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vec2 fakeViewdir = ctrlDir;
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vec2 newCoords = ParallaxMapping(coords, fakeViewdir * mask);
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vec4 albedo = texSample2D(g_Texture0, newCoords);
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//albedo.rgb = vec3(v_ParallaxOffset, 0);
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,49 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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uniform vec2 g_ParallaxPosition;
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uniform vec3 g_Screen;
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uniform mat4 g_EffectTextureProjectionMatrix;
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uniform mat4 g_EffectTextureProjectionMatrixInverse;
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#if MASK
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uniform vec4 g_Texture2Resolution;
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#endif
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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varying vec2 v_ParallaxOffset;
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#if MASK
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varying vec2 v_TexCoordMask;
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#endif
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord.xy;
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v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#if MASK
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v_TexCoordMask.xy = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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mat3 rot = CAST3X3(g_EffectTextureProjectionMatrixInverse);
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vec2 projectedDirX = mul(vec3(1.0, 0.0, 0.0), rot).xy;
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vec2 projectedDirY = mul(vec3(0.0, 1.0, 0.0), rot).xy;
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projectedDirX = normalize(projectedDirX);
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projectedDirY = normalize(projectedDirY);
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vec2 prlxInput = g_ParallaxPosition * 2 - 1;
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v_ParallaxOffset = projectedDirX * prlxInput.x + projectedDirY * prlxInput.y;
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v_ParallaxOffset = v_ParallaxOffset * 0.5 + 0.5;
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//v_ParallaxOffset = g_ParallaxPosition;
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}
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