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#include "/lib/util/dither.glsl"
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vec2 vTexCoord = signMidCoordPos * 0.5 + 0.5;
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#include "/lib/util/dFdxdFdy.glsl"
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vec4 ReadNormal(vec2 coord) {
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coord = fract(coord) * vTexCoordAM.pq + vTexCoordAM.st;
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return textureGrad(normals, coord, dcdx, dcdy);
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}
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vec2 GetParallaxCoord(float parallaxFade, float dither, inout vec2 newCoord, inout float texDepth, inout vec3 traceCoordDepth) {
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float invParallaxQuality = 1.0 / POM_QUALITY;
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vec4 normalMap = ReadNormal(vTexCoord.st);
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vec2 normalMapM = normalMap.xy * 2.0 - 1.0;
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float normalCheck = normalMapM.x + normalMapM.y;
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float minHeight = 1.0 - invParallaxQuality;
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if (viewVector.z >= 0.0 || normalMap.a >= minHeight || normalCheck <= -1.999) return vTexCoord.st;
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vec2 interval = viewVector.xy * 0.25 * (1.0 - parallaxFade) * POM_DEPTH / (-viewVector.z * POM_QUALITY);
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float i = 0.0;
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vec2 localCoord;
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#if defined GBUFFERS_TERRAIN || defined GBUFFERS_BLOCK
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if (texDepth <= 1.0 - i * invParallaxQuality) {
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localCoord = vTexCoord.st + i * interval;
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texDepth = ReadNormal(localCoord).a;
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i = dither;
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}
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#endif
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for (; i < POM_QUALITY && texDepth <= 1.0 - i * invParallaxQuality; i++) {
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localCoord = vTexCoord.st + i * interval;
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texDepth = ReadNormal(localCoord).a;
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}
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float pI = float(max(i - 1, 0));
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traceCoordDepth.xy -= pI * interval;
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traceCoordDepth.z -= pI * invParallaxQuality;
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localCoord = fract(vTexCoord.st + pI * interval);
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newCoord = localCoord * vTexCoordAM.pq + vTexCoordAM.st;
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return localCoord;
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}
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float GetParallaxShadow(float parallaxFade, float dither, float height, vec2 coord, vec3 lightVec, mat3 tbn) {
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float parallaxshadow = 1.0;
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vec3 parallaxdir = tbn * lightVec;
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parallaxdir.xy *= 1.0 * POM_DEPTH; // Angle
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for (int i = 0; i < 4 && parallaxshadow >= 0.01; i++) {
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float stepLC = 0.025 * (i + dither);
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float currentHeight = height + parallaxdir.z * stepLC;
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vec2 parallaxCoord = fract(coord + parallaxdir.xy * stepLC) * vTexCoordAM.pq + vTexCoordAM.st;
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float offsetHeight = textureGrad(normals, parallaxCoord, dcdx, dcdy).a;
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parallaxshadow *= clamp(1.0 - (offsetHeight - currentHeight) * 4.0, 0.0, 1.0);
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}
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return mix(parallaxshadow, 1.0, parallaxFade);
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}
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// Big thanks to null511 for slope normals
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vec3 GetParallaxSlopeNormal(vec2 texCoord, float traceDepth, vec3 viewDir) {
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vec2 atlasPixelSize = 1.0 / atlasSize;
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float atlasAspect = atlasSize.x / atlasSize.y;
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vec2 atlasCoord = fract(texCoord) * vTexCoordAM.pq + vTexCoordAM.st;
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vec2 tileSize = atlasSize * vTexCoordAM.pq;
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vec2 tilePixelSize = 1.0 / tileSize;
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vec2 tex_snapped = floor(atlasCoord * atlasSize) * atlasPixelSize;
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vec2 tex_offset = atlasCoord - (tex_snapped + 0.5 * atlasPixelSize);
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vec2 stepSign = sign(tex_offset);
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vec2 viewSign = sign(viewDir.xy);
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bool dir = abs(tex_offset.x * atlasAspect) < abs(tex_offset.y);
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vec2 tex_x, tex_y;
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if (dir) {
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tex_x = texCoord - vec2(tilePixelSize.x * viewSign.x, 0.0);
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tex_y = texCoord + vec2(0.0, stepSign.y * tilePixelSize.y);
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}
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else {
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tex_x = texCoord + vec2(tilePixelSize.x * stepSign.x, 0.0);
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tex_y = texCoord - vec2(0.0, viewSign.y * tilePixelSize.y);
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}
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float height_x = ReadNormal(tex_x).a;
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float height_y = ReadNormal(tex_y).a;
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if (dir) {
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if (!(traceDepth > height_y && viewSign.y != stepSign.y)) {
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if (traceDepth > height_x) return vec3(-viewSign.x, 0.0, 0.0);
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if (abs(viewDir.y) > abs(viewDir.x))
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return vec3(0.0, -viewSign.y, 0.0);
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else
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return vec3(-viewSign.x, 0.0, 0.0);
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}
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return vec3(0.0, -viewSign.y, 0.0);
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}
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else {
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if (!(traceDepth > height_x && viewSign.x != stepSign.x)) {
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if (traceDepth > height_y) return vec3(0.0, -viewSign.y, 0.0);
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if (abs(viewDir.y) > abs(viewDir.x))
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return vec3(0.0, -viewSign.y, 0.0);
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else
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return vec3(-viewSign.x, 0.0, 0.0);
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}
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return vec3(-viewSign.x, 0.0, 0.0);
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}
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}
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