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-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl14
1 files changed, 13 insertions, 1 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index f2da7821..d1155de4 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
+ // texture depth at best depth
+ float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
if(bestDepth > 0.996) // if no depth found yet
if(depth >= t)
+ {
bestDepth = depth; // store best depth
+ texDepth = 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);
+#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
@@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
depth += size;
}
+#endif
return bestDepth;
}