OpenGL2: Parallax corrected cubemap (cheaper trick)

This commit is contained in:
SmileTheory 2014-03-16 16:29:38 -07:00
parent d0d1883895
commit 375f6247d4
4 changed files with 32 additions and 4 deletions

View file

@ -44,6 +44,12 @@ uniform vec4 u_NormalScale;
uniform vec4 u_SpecularScale;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_CUBEMAP)
uniform vec4 u_CubeMapInfo;
#endif
#endif
varying vec4 var_TexCoords;
varying vec4 var_Color;
@ -323,19 +329,20 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
void main()
{
vec3 viewDir;
vec3 L, N, E, H;
float NL, NH, NE, EH;
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
E = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w);
viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w);
#else
mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
E = var_ViewDir;
viewDir = var_ViewDir;
#endif
E = normalize(E);
E = normalize(viewDir);
L = var_LightDir.xyz;
#if defined(USE_DELUXEMAP)
@ -497,6 +504,10 @@ void main()
vec3 R = reflect(E, N);
// parallax corrected cubemap (cheaper trick)
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
R += u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
#if defined(USE_LIGHTMAP)