add NormalsDisplacement shader and preset

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hunterk 2018-10-15 22:38:35 -05:00
parent 9b12a840f8
commit e09307f799
3 changed files with 59 additions and 0 deletions

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shaders = 1
shader0 = shaders/NormalsDisplacement/NormalsDisplacement.slang
textures = "displacementMap"
displacementMap = shaders/NormalsDisplacement/CurveNormals.png

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float Displacement;
} params;
#pragma parameter Displacement "Displacement Factor" 20.0 0.0 60.0 1.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D displacementMap;
vec2 DisplacementLevel()
{
return (params.OutputSize.zw*params.Displacement);//Displacement's value is measured in half of a pixel. Don't need to waste resources on multiplying by two.
}
vec2 CoordDisplacement(vec2 coord)
{
return (coord-((texture(displacementMap, coord).xy-0.5)*DisplacementLevel()))*1.1-0.05;
//This reads the displacement texture and sets 0.5 to be 0, 1 to be 1, and 0 to be -1,
//and then it scales it to the displacement level previously defined.
//The multiplication and subtraction at the end is to scale it down so it doesn't exceed the window.
//I think it's slightly faster if I do it here and not at the end in the fragColor = line in void main().
}
void main()
{
FragColor = vec4(texture(Source, CoordDisplacement(vTexCoord)).rgb, 1.0);
}