![]() ![]() In common the bitangent is the Cross product of the normal vector and the tangent in a Right-handed system. Vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight) īy thee way, the vector seems to be inverted. get depth after and before collision for linear interpolationįloat afterDepth = currentDepthMapValue - currentLayerDepth įloat beforeDepth = texture(depthMap, prevTexCoords).r - currentLayerDepth + layerDepth įloat weight = afterDepth / (afterDepth - beforeDepth) Vec2 prevTexCoords = currentTexCoords + deltaTexCoords get texture coordinates before collision (reverse operations) get depthmap value at current texture coordinatesĬurrentDepthMapValue = texture(depthMap, currentTexCoords).r shift texture coordinates along direction of P While(currentLayerDepth < currentDepthMapValue) To improve the result you've to increment the number of samples or implement Parallax Occlusion Mapping (as described in the bottom part of the tutorial): // STEEP PARALLAX MAPPING The layers at acute gazing angles are a common effect at parallax mapping. Vec3 halfwayDir = normalize(lightDir + viewDir) įloat spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0) įColor = vec4(ambient + diffuse + 0.0, 1.0) Vec3 reflectDir = reflect(lightDir, normal) Vec3 lightDir = normalize(TangentLightPos - TangentFragPos) įloat diff = max(dot(lightDir, normal), 0.0) Vec3 color = texture(colorMap, texCoords).rgb values stored in normal texture is range, we need range Vec3 normal = texture(normalMap, texCoords).rgb While(currentLayerDepth 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0) the amount to shift the texture coordinates per layer (from vector P)įloat currentDepthMapValue = texture(depthMap, currentTexCoords).r ![]() Vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)įloat numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))) In vec3 vN //perpendicular to surface in eye space In vec3 vT //parallel to surface in eye space Gl_Position = projection * model_view * vPosition Īnd my modified fragment shader is here #version 300 es TangentLightPos = TBN * light_position.xyz Vec3 N = normalize(mat3(model_view) * vNormal.xyz) Vec3 B = normalize(mat3(model_view) * bi) Vec3 T = normalize(mat3(model_view) * vTangent.xyz) VT = normalize(model_view * vTangent).xyz įragPos = vec3(model_view * vPosition).xyz VN = normalize(model_view * vNormal).xyz Here is my modified vertex shader #version 300 es I was trying to use this code to parallax the topography of the world but these weird layers seem to show up there too so I was hoping to find a fix for this. I am following along with the LearnOpenGL guide and am trying to implement Steep Parallax Mapping.Įverything seems to be working fine except my brick wall seems to have distinct visible layers whereas the photos in the guide don't show any layers. ![]()
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