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Speed up and make more accurate relief mapping
using linear + binary search.
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@ -47,15 +47,29 @@ vec4 get_normal_map(vec2 uv)
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float find_intersection(vec2 dp, vec2 ds)
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{
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const float depth_step = 1.0 / 24.0;
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float depth = 1.0;
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for (int i = 0 ; i < 24 ; i++) {
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float best_depth = 0.0;
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float size = 0.0625;
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for (int i = 0; i < 15; i++) {
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depth -= size;
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float h = texture2D(normalTexture, dp + ds * depth).a;
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if (h >= depth)
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if (depth <= h) {
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best_depth = depth;
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break;
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depth -= depth_step;
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}
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}
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return depth;
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depth = best_depth;
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for (int i = 0; i < 4; i++) {
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size *= 0.5;
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float h = texture2D(normalTexture,dp + ds * depth).a;
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if (depth <= h) {
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best_depth = depth;
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depth += size;
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} else {
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depth -= size;
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}
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}
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return best_depth;
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}
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float find_intersectionRGB(vec2 dp, vec2 ds)
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