From a64d78a37e95b99f32c29c8dec2e0cdae85a8b41 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Wed, 9 Dec 2015 23:08:55 +0100 Subject: [PATCH] Speed up and make more accurate relief mapping using linear + binary search. --- .../shaders/nodes_shader/opengl_fragment.glsl | 24 +++++++++++++++---- 1 file 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)