This is an automated email from the git hooks/post-receive script. smcv pushed a commit to annotated tag 1.42d in repository iortcw.
commit f943abf5280676da5e06f011d76144839b9a7da0 Author: [email protected] <[email protected]@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a> Date: Fri Nov 14 22:25:59 2014 +0000 All: Rend2: Bit more parallax optimization --- MP/code/rend2/glsl/lightall_fp.glsl | 12 ++++++++---- SP/code/rend2/glsl/lightall_fp.glsl | 12 ++++++++---- 2 files changed, 16 insertions(+), 8 deletions(-) diff --git a/MP/code/rend2/glsl/lightall_fp.glsl b/MP/code/rend2/glsl/lightall_fp.glsl index d1155de..d118278 100644 --- a/MP/code/rend2/glsl/lightall_fp.glsl +++ b/MP/code/rend2/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; diff --git a/SP/code/rend2/glsl/lightall_fp.glsl b/SP/code/rend2/glsl/lightall_fp.glsl index d1155de..d118278 100644 --- a/SP/code/rend2/glsl/lightall_fp.glsl +++ b/SP/code/rend2/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; -- Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git _______________________________________________ Pkg-games-commits mailing list [email protected] http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-commits

