Merge pull request #1888 from Azaezel/updateEmpty

brings empty up to date for core and shader dirs
This commit is contained in:
Areloch 2016-12-27 22:15:41 -06:00 committed by GitHub
commit 7688042112
4 changed files with 19 additions and 18 deletions

View file

@ -138,13 +138,13 @@ mat3x3 quatToMat( vec4 quat )
///
vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
{
float depth = texture( texMap, texCoord ).a;
vec2 offset = negViewTS.xy * vec2( depth * depthScale );
float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2);
vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
{
depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
offset = negViewTS.xy * vec2( depth * depthScale );
depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
}
return offset;
@ -153,13 +153,13 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
{
float depth = texture(texMap, texCoord).r;
vec2 offset = negViewTS.xy * vec2(depth * depthScale);
float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{
depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
offset = negViewTS.xy * vec2(depth * depthScale);
depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
}
return offset;

View file

@ -140,13 +140,13 @@ float3x3 quatToMat( float4 quat )
///
float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
{
float depth = TORQUE_TEX2D(texMap, texCoord).a;
float2 offset = negViewTS.xy * (depth * depthScale);
float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2);
float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a) * 0.5;
offset = negViewTS.xy * (depth * depthScale);
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
}
return offset;
@ -155,13 +155,13 @@ float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewT
/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
{
float depth = TORQUE_TEX2D(texMap, texCoord).r;
float2 offset = negViewTS.xy * (depth * depthScale);
float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r) * 0.5;
offset = negViewTS.xy * (depth * depthScale);
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
}
return offset;