Parallax Mapping

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Trusty McLegit
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Re: Parallax Mapping

Post by Trusty McLegit »

UsernameAK wrote:First screenshot. The shader doesn't look good at all. At least now.
The wall texture is low resolution and blurry, but I feel like the effect itself looks fine?
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UsernameAK
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Re: Parallax Mapping

Post by UsernameAK »

Trusty McLegit wrote:
UsernameAK wrote:First screenshot. The shader doesn't look good at all. At least now.
The wall texture is low resolution and blurry, but I feel like the effect itself looks fine?
The effect itself looks fine only on high-res textures and with texture filtering enabled.
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Dark-Assassin
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Re: Parallax Mapping

Post by Dark-Assassin »

Should give Relief mapping a go too as it avoids the warping effect that parallax adds, however it is slightly more resource intensive.
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UsernameAK
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Re: Parallax Mapping

Post by UsernameAK »

Did parallax occlusion mapping. No warping. (I'm too lazy to put a dynlight so the screenshot has no shadows)

the example wad:
https://www.thunix.org/~usernameak/testshader.pk3
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Caligari87
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Re: Parallax Mapping

Post by Caligari87 »

Hot damn, looking good. Now if we could apply this to decals...

8-)
PixelWAD
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Re: Parallax Mapping

Post by PixelWAD »

UsernameAK wrote:Did parallax occlusion mapping. No warping. (I'm too lazy to put a dynlight so the screenshot has no shadows)

the example wad:
https://www.thunix.org/~usernameak/testshader.pk3
How does it work?

gzDoom 3.5.1 here

Code: Select all

Script error, "testshader.pk3:gldefs" line 3:
Unknown material type 'shaders/glsl/material_specular.fp' specified
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Graf Zahl
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Re: Parallax Mapping

Post by Graf Zahl »

There were some recent refactorings here to prevent users from pulling in dependencies that should be off limits. Apparently this mod was one of those shining examples that would have broken future shader support by depending too deeply on the current implementation.
PixelWAD
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Re: Parallax Mapping

Post by PixelWAD »

Is there any other way to use Parallax Mapping with 3.5.1?
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UsernameAK
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Re: Parallax Mapping

Post by UsernameAK »

PixelWAD wrote:Is there any other way to use Parallax Mapping with 3.5.1?
Yes. Use newer shader. I can find it for you.
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Re: Parallax Mapping

Post by Guest »

PixelWAD wrote:
> Is there any other way to use Parallax Mapping with 3.5.1?

I just removed the error causing line and it worked :mrgreen:

BTW, there is something really wrong with this shader. Just as I turn my look around, the parallax kind of catches it and the texture "dances".
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Tormentor667
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Re: Parallax Mapping

Post by Tormentor667 »

Has something like this already been added to GZDoom in the meantime?
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Graf Zahl
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Re: Parallax Mapping

Post by Graf Zahl »

This thread is still open so...
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Tormentor667
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Re: Parallax Mapping

Post by Tormentor667 »

So what is currently missing or what is being waited for?
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Darkcrafter
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Re: Parallax Mapping

Post by Darkcrafter »

The parallax mapping shader isn't perfect yet, for example I would really like to see what happens if parallax amount raise as distance gets longer from the player, because even the most advanced techniques look less and less "bumpy" with further that texture goes, it's like the best portion of effect is only observable at close distance. I would also know if there is a way to get rid, or at least, to supress seams that occur where each polygon meets another, so it would be a bit risky to implement this shader into gzdoom code now?

We also have custom parallax shader somewhere around, it's super easy to run if you want to see the current progress on it.
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Tormentor667
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Re: Parallax Mapping

Post by Tormentor667 »

Thanks for the explanation so far :) I would like to test it and if I remember correctly, Rachael has posted something somewhere, so time to play around with it :)
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