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authorRealBadAngel <maciej.kasatkin@o2.pl>2015-12-09 23:08:55 +0100
committerest31 <MTest31@outlook.com>2015-12-10 18:24:11 +0100
commita64d78a37e95b99f32c29c8dec2e0cdae85a8b41 (patch)
tree513bb8f6660132f71acc246597db5923d151d344 /client
parent696148e29889b2923f926b27f76979454676506d (diff)
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Speed up and make more accurate relief mapping
using linear + binary search.
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl24
1 files changed, 19 insertions, 5 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 424d32177..b3789e1cb 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -47,15 +47,29 @@ vec4 get_normal_map(vec2 uv)
float find_intersection(vec2 dp, vec2 ds)
{
- const float depth_step = 1.0 / 24.0;
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;
- if (h >= depth)
+ if (depth <= h) {
+ best_depth = depth;
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)