Speed up and make more accurate relief mapping

using linear + binary search.
This commit is contained in:
RealBadAngel 2015-12-09 23:08:55 +01:00 committed by est31
parent 696148e298
commit a64d78a37e

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