#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING) vec2 steepParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){ vec2 vParallaxDirection = normalize( vViewDir.xy ); // The length of this vector determines the furthest amount of displacement: (Ati's comment) float fLength = length( vViewDir ); float fParallaxLength = sqrt( fLength * fLength - vViewDir.z * vViewDir.z ) / vViewDir.z; // Compute the actual reverse parallax displacement vector: (Ati's comment) vec2 vParallaxOffsetTS = vParallaxDirection * fParallaxLength; // Need to scale the amount of displacement to account for different height ranges // in height maps. This is controlled by an artist-editable parameter: (Ati's comment) parallaxScale *=0.3; vParallaxOffsetTS *= parallaxScale; vec3 eyeDir = normalize(vViewDir).xyz; float nMinSamples = 6.0; float nMaxSamples = 1000.0 * parallaxScale; float nNumSamples = mix( nMinSamples, nMaxSamples, 1.0 - eyeDir.z ); //In reference shader: int nNumSamples = (int)(lerp( nMinSamples, nMaxSamples, dot( eyeDirWS, N ) )); float fStepSize = 1.0 / nNumSamples; float fCurrHeight = 0.0; float fPrevHeight = 1.0; float fNextHeight = 0.0; float nStepIndex = 0.0; vec2 vTexOffsetPerStep = fStepSize * vParallaxOffsetTS; vec2 vTexCurrentOffset = texCoord; float fCurrentBound = 1.0; float fParallaxAmount = 0.0; while ( nStepIndex < nNumSamples && fCurrHeight <= fCurrentBound ) { vTexCurrentOffset -= vTexOffsetPerStep; fPrevHeight = fCurrHeight; #ifdef NORMALMAP_PARALLAX //parallax map is stored in the alpha channel of the normal map fCurrHeight = texture2DLod( parallaxMap, vTexCurrentOffset,1.0).a; #else //parallax map is a texture fCurrHeight = texture2DLod( parallaxMap, vTexCurrentOffset,1.0).r; #endif fCurrentBound -= fStepSize; nStepIndex+=1.0; } vec2 pt1 = vec2( fCurrentBound, fCurrHeight ); vec2 pt2 = vec2( fCurrentBound + fStepSize, fPrevHeight ); float fDelta2 = pt2.x - pt2.y; float fDelta1 = pt1.x - pt1.y; float fDenominator = fDelta2 - fDelta1; fParallaxAmount = (pt1.x * fDelta2 - pt2.x * fDelta1 ) / fDenominator; vec2 vParallaxOffset = vParallaxOffsetTS * (1.0 - fParallaxAmount ); return texCoord - vParallaxOffset; } vec2 classicParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){ float h; h = texture2D(parallaxMap, texCoord).a; #ifdef NORMALMAP_PARALLAX //parallax map is stored in the alpha channel of the normal map h = texture2D(parallaxMap, texCoord).a; #else //parallax map is a texture h = texture2D(parallaxMap, texCoord).r; #endif float heightScale = parallaxScale; float heightBias = heightScale* -0.6; vec3 normView = normalize(vViewDir); h = (h * heightScale + heightBias) * normView.z; return texCoord + (h * normView.xy); } #endif