Experimentation with normalpacking and component precision.

This commit is contained in:
Shyotl
2012-10-14 04:00:02 -05:00
parent eb5b1312bb
commit e8ec81bf04
28 changed files with 354 additions and 46 deletions

View File

@@ -126,6 +126,20 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
vec3 unpack(vec2 tc)
{
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec2 enc = texture2DRect(normalMap, tc).xy;
enc = enc*4.0-2.0;
float prod = dot(enc,enc);
return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5);
#else
vec3 norm = texture2DRect(normalMap, tc).xyz;
return norm*2.0-1.0;
#endif
}
void main()
{
vec4 frag = vary_fragcoord;
@@ -153,10 +167,9 @@ void main()
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 norm = unpack(frag.xy); // unpack norm
norm = normalize(norm);
//norm = normalize(norm); // may be superfluous
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));

View File

@@ -273,13 +273,26 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
vec3 unpack(vec2 tc)
{
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec2 enc = texture2DRect(normalMap, tc).xy;
enc = enc*4.0-2.0;
float prod = dot(enc,enc);
return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5);
#else
vec3 norm = texture2DRect(normalMap, tc).xyz;
return norm*2.0-1.0;
#endif
}
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 norm = unpack(tc); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);

View File

@@ -126,6 +126,20 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
vec3 unpack(vec2 tc)
{
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec2 enc = texture2DRect(normalMap, tc).xy;
enc = enc*4.0-2.0;
float prod = dot(enc,enc);
return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5);
#else
vec3 norm = texture2DRect(normalMap, tc).xyz;
return norm*2.0-1.0;
#endif
}
void main()
{
vec4 frag = vary_fragcoord;
@@ -153,10 +167,9 @@ void main()
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 norm = unpack(frag.xy); // unpack norm
norm = normalize(norm);
//norm = normalize(norm); // may be superfluous
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));

View File

@@ -116,6 +116,20 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
return shadow*0.2;
}
vec4 unpack(vec2 tc)
{
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec4 enc = texture2DRect(normalMap, tc).xyzw;
enc = vec4((enc.xy*4.0)-2.0,0.0,enc.w);
float prod = dot(enc.xy,enc.xy);
return vec4(enc.xy*sqrt(1.0-prod*.25),1.0-prod*.5,enc.w);
#else
vec4 norm = texture2DRect(normalMap, tc).xyz;
return vec4(norm.xyz*2.0-1.0,norm.w);
#endif
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
@@ -124,9 +138,8 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
float displace = nmap4.w;
vec4 nmap4 = unpack(pos_screen) // unpack norm
float displace = nmap4.w*norm.z;
vec3 norm = nmap4.xyz;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL

View File

@@ -177,6 +177,20 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
return shadow*0.2;
}
vec4 unpack(vec2 tc)
{
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec4 enc = texture2DRect(normalMap, tc).xyzw;
enc = vec4((enc.xy*4.0)-2.0,0.0,enc.w);
float prod = dot(enc.xy,enc.xy);
return vec4(enc.xy*sqrt(1.0-prod*.25),1.0-prod*.5,enc.w);
#else
vec4 norm = texture2DRect(normalMap, tc).xyz;
return vec4(norm.xyz*2.0-1.0,norm.w);
#endif
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
@@ -185,9 +199,8 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = texture2DRect(normalMap, pos_screen);
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
float displace = nmap4.w;
vec4 nmap4 = unpack(pos_screen); // unpack norm
float displace = nmap4.w*norm.z;
vec3 norm = nmap4.xyz;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL