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@@ -19,12 +19,6 @@ out vec4 color;
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const vec3 light = vec3(-0.746, -0.373, -0.224);
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-vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) {
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- float height = texture(bumpSamp, texCoords, 0.0).r;
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- vec2 p = viewDir.xy / viewDir.z * (height * heightScale);
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- return texCoords - p;
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-}
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-
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void main(void) {
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vec2 tex = varTextureG + vec2(0.0, height);
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vec2 eye = normalize(viewPos - varPositionG).xy * heightScale;
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