summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl12
1 files changed, 8 insertions, 4 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index d1155de4..d1182781 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -103,6 +103,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
// texture depth at best depth
float texDepth = 0.0;
+ float prevT = SampleDepth(normalMap, dp);
+ float prevTexDepth = prevT;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -115,15 +118,16 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
{
bestDepth = depth; // store best depth
texDepth = t;
+ prevTexDepth = prevT;
}
+ prevT = t;
}
depth = bestDepth;
#if !defined (USE_RELIEFMAP)
- float prevDepth = depth - size;
- float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
- bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + prevTexDepth);
+ float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
+ bestDepth -= (depth - size - prevTexDepth) * div;
#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
@@ -369,7 +373,7 @@ void main()
vec2 texCoords = var_TexCoords.xy;
#if defined(USE_PARALLAXMAP)
- vec3 offsetDir = normalize(E * tangentToWorld);
+ vec3 offsetDir = viewDir * tangentToWorld;
offsetDir.xy *= -u_NormalScale.a / offsetDir.z;