1 | uniform float textureRepeat;
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2 | uniform sampler2D ColorMapSampler : register(s0);
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3 | uniform sampler2D DetailMapSampler : register(s1);
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4 | uniform sampler2D BumpMapSampler : register(s2);
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5 | #define PARALLAX_ITERATION 4
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6 | uniform float HEIGHT_SCALE;
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7 | uniform float HEIGHT_BIAS;
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8 |
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9 | float3x3 TransfModelToTangent( in float3 Tangent, in float3 Binormal, in float3 Normal ) {
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10 | float T2 = dot(Tangent, Tangent);
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11 | float B2 = dot(Binormal, Binormal);
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12 | float N2 = dot(Normal, Normal);
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13 | float BT = dot(Binormal, Tangent);
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14 | float det = B2 * T2 - BT * BT;
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15 |
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16 | //return float3x3( (B2 * Tangent - BT * Binormal)/det,
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17 | // (T2 * Binormal - BT * Tangent)/det,
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18 | // Normal/N2 );
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19 |
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20 | // simplified solution
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21 | //return float3x3(Tangent/T2, Binormal/B2, Normal/N2);
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22 | // more simplified solution
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23 | return float3x3(Tangent, Binormal, Normal);
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24 | }
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25 |
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26 | float4 Illumination(float3 Light, float3 Normal, float3 View, float2 TexCoord, float2 TexCoord2)
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27 | {
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28 | // Blinn lighting
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29 | float3 Half = normalize(Light + View);
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30 | float Diffuse = dot(Normal, Light);
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31 | float Specular = dot(Normal, Half);
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32 | float4 Lighting = lit(Diffuse, Specular, 16);
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33 | float4 Color= tex2D(ColorMapSampler, TexCoord) * tex2D(DetailMapSampler, TexCoord2);
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34 |
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35 | return (Lighting.y + 0.1) * Color;
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36 | }
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37 |
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38 | struct VS_OUTPUT {
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39 | float4 hPosition : POSITION; // point in normalized device space before homogeneous division
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40 | float2 TexCoord : TEXCOORD0; // texture coordinates
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41 | float2 TexCoord2 : TEXCOORD6; // texture coordinates
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42 | float3 mView : TEXCOORD1; // model space view vector
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43 | float3 mLight : TEXCOORD2; // model space light vector
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44 | float3 wTangent : TEXCOORD3; // model space tangent vector
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45 | float3 wBinormal : TEXCOORD4; // model space binormal vector
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46 | float3 wNormal : TEXCOORD5; // model space triangle normal vector
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47 | };
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48 |
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49 | void DISCARD_BY_TEX(float2 Tex)
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50 | {
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51 | if (Tex.x > textureRepeat || Tex.x < 0 || Tex.y > textureRepeat || Tex.y < 0)
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52 | discard;
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53 | }
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54 |
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55 | float2 PARALLAX_MAPPING_OFFSET_LIMIT(sampler2D heightMap, float2 TexCoord, float3 View)
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56 | {
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57 | float4 Normal = tex2D(heightMap, TexCoord);
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58 | float h = Normal.a * HEIGHT_SCALE + HEIGHT_BIAS;
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59 | return TexCoord + h * View.xy;
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60 | }
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61 |
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62 | float2 PARALLAX_MAPPING_ITER(sampler2D heightMap, float2 TexCoord, float3 View)
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63 | {
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64 | for(int i = 0; i < PARALLAX_ITERATION; i++) {
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65 | float4 Normal = tex2D(heightMap, TexCoord);
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66 | float h = Normal.a * HEIGHT_SCALE + HEIGHT_BIAS;
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67 | TexCoord += h * Normal.z * View;
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68 | }
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69 | return TexCoord.xy;
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70 | }
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71 |
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72 | //------------------------------------------------------------------------------------
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73 | //
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74 | // ParallaxSlopeIterationPS: Iterative Parallax Mapping with Slope pixel shader
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75 | //
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76 | //------------------------------------------------------------------------------------
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77 | float4 ParallaxSlopeIterationPS(VS_OUTPUT IN) : COLOR
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78 | {
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79 | //return tex2D(BumpMapSampler,IN.TexCoord).a;
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80 | IN.wTangent = normalize(IN.wTangent);
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81 | IN.wBinormal = normalize(IN.wBinormal);
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82 | IN.wNormal = normalize(IN.wNormal);
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83 | // get model space normal vector
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84 | float3x3 ModelToTangent = TransfModelToTangent(IN.wTangent, IN.wBinormal, IN.wNormal );
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85 | // needs normalization because of linear interpolation
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86 | float3 mLight = normalize( IN.mLight );
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87 | float3 mView = normalize( IN.mView );
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88 | float3 tView = normalize( mul(ModelToTangent, IN.mView ) );
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89 |
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90 | // performing parallax mapping
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91 | float2 ParallaxTex = PARALLAX_MAPPING_OFFSET_LIMIT(BumpMapSampler, IN.TexCoord, tView);
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92 | DISCARD_BY_TEX(ParallaxTex);
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93 |
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94 | // get model space normal vector
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95 | //ParallaxTex = IN.TexCoord;
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96 | float3 tNormal = tex2D(BumpMapSampler, ParallaxTex).rgb;
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97 | // Normal vector should be transformed with the inverse transpose of TangentToModel
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98 | // which is the transpose of ModelToTangent
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99 | float3 mNormal = normalize( mul( tNormal, ModelToTangent ) );
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100 | //mNormal = normalize(IN.wNormal);
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101 |
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102 | // illumination calculation
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103 |
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104 | return Illumination(mLight, mNormal, mView, ParallaxTex, IN.TexCoord2);
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105 | }
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