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Merge pull request #1848 from Azaezel/ParallaxPinch

[workaround] pinches parallax steps so the 0-1 range has minimal artifacting
Areloch 8 vuotta sitten
vanhempi
commit
f77e4b960d

+ 8 - 8
Templates/Full/game/shaders/common/gl/torque.glsl

@@ -138,13 +138,13 @@ mat3x3 quatToMat( vec4 quat )
 ///
 vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
 {
-   float depth = texture( texMap, texCoord ).a;
-   vec2 offset = negViewTS.xy * vec2( depth * depthScale );
+   float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2);
+   vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
 
    for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
    {
-      depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
-      offset = negViewTS.xy * vec2( depth * depthScale );
+      depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
    }
 
    return offset;
@@ -153,13 +153,13 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
 /// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
 vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
 {
-   float depth = texture(texMap, texCoord).r;
-   vec2 offset = negViewTS.xy * vec2(depth * depthScale);
+   float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
+   vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
 
    for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
    {
-      depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
-      offset = negViewTS.xy * vec2(depth * depthScale);
+      depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
    }
 
    return offset;

+ 8 - 8
Templates/Full/game/shaders/common/torque.hlsl

@@ -140,13 +140,13 @@ float3x3 quatToMat( float4 quat )
 ///
 float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
 {
-   float depth = TORQUE_TEX2D(texMap, texCoord).a;
-   float2 offset = negViewTS.xy * (depth * depthScale);
+   float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2);
+   float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
 
    for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
    {
-      depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a) * 0.5;
-      offset = negViewTS.xy * (depth * depthScale);
+      depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
    }
 
    return offset;
@@ -155,13 +155,13 @@ float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewT
 /// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
 float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
 {
-   float depth = TORQUE_TEX2D(texMap, texCoord).r;
-   float2 offset = negViewTS.xy * (depth * depthScale);
+   float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
+   float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
 
    for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
    {
-      depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r) * 0.5;
-      offset = negViewTS.xy * (depth * depthScale);
+      depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
+      offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
    }
 
    return offset;