khanat-client/assets/decors/terrains/demo/terrain.shader
2020-03-30 12:31:39 +02:00

169 lines
5.7 KiB
GLSL

shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_grass : hint_albedo;
uniform sampler2D texture_grass_height : hint_white;
uniform sampler2D texture_dirt : hint_albedo;
uniform sampler2D texture_dirt_height : hint_black;
uniform sampler2D texture_hsv_mask : hint_white;
uniform sampler2D texture_hsv2_mask : hint_white;
uniform sampler2D texture_albedo_mix : hint_black;
uniform sampler2D texture_mix_gradiant : hint_black;
uniform sampler2D texture_mix_border : hint_black;
uniform sampler2D texture_albedo_mix2 : hint_black;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform sampler2D texture_roughness : hint_white;
uniform sampler2D texture_roughness_dirt : hint_white;
uniform vec4 roughness_texture_channel;
uniform sampler2D texture_normal : hint_normal;
uniform sampler2D texture_normal_dirt : hint_normal;
uniform float normal_scale : hint_range(-16,16);
uniform sampler2D texture_ambient_occlusion : hint_white;
uniform sampler2D texture_ambient_occlusion_dirt : hint_white;
uniform vec4 ao_texture_channel;
uniform float ao_light_affect;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform vec3 hsv;
uniform float grass_level = 1.0;
uniform float angle = 0.0;
varying vec2 base_uv;
varying vec2 rotated_uv;
varying vec2 rotated_uv_mask;
vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
{
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
vec2(cos(rotation),sin(rotation))
);
uv -= pivot;
uv= uv*rotation_matrix;
uv += pivot;
return uv;
}
vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) {
float sine = sin(rotation);
float cosine = cos(rotation);
uv -= pivot;
uv.x = uv.x * cosine - uv.y * sine;
uv.y = uv.x * sine + uv.y * cosine;
uv += pivot;
return uv;
}
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void vertex()
{
base_uv=UV*uv1_scale.xy+uv1_offset.xy;
rotated_uv = rotateUVmatrinx(base_uv, vec2(0.5), (angle));
// rotated_uv = base_uv;
rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (angle));
// rotated_uv_mask = UV;
}
void fragment()
{
// vec2 base_uv = UV;
vec4 grass_tex = texture(texture_grass,base_uv);
vec4 grass_height_tex = texture(texture_grass_height,base_uv);
vec4 dirt_tex = texture(texture_dirt,base_uv);
vec4 dirt_height_tex = texture(texture_dirt_height,base_uv);
vec4 dirt_height_hsv_tex = texture(texture_dirt_height,rotated_uv_mask);
vec4 hsv_mask_tex = texture(texture_hsv_mask,UV);
vec4 hsv2_mask_tex = texture(texture_hsv2_mask,UV*vec2(5.0,5.0));
vec4 albedo_mix_tex = texture(texture_albedo_mix,UV);
vec4 mix_gradiant_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex.r, albedo_mix_tex.r ));
vec4 albedo_mix_tex_low = texture(texture_albedo_mix,UV*vec2(5.0,5.0));
vec4 mix_gradiant_low_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex_low.r, albedo_mix_tex_low.r ));
vec4 mix_gradiant_border = texture(texture_mix_border,vec2( albedo_mix_tex_low.r, albedo_mix_tex_low.r ));
vec4 albedo_mix_tex2 = texture(texture_albedo_mix2,base_uv);
vec4 mix_gradiant2_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex2.r, albedo_mix_tex2.r ));
ALBEDO = albedo.rgb * grass_tex.rgb;
vec3 hsv_albedo = rgb2hsv(ALBEDO);
vec3 hsv_mask = rgb2hsv( hsv_mask_tex.rgb );
vec3 hsv2_mask = rgb2hsv( hsv2_mask_tex.rgb );
hsv_albedo.x *= hsv.x;
hsv_albedo.y = hsv.y;
hsv_albedo.z *= hsv.z * (hsv_mask.z * hsv2_mask.z*2.0);
ALBEDO = hsv2rgb( hsv_albedo );
vec4 mix_mix = mix( mix_gradiant_tex, mix_gradiant2_tex, 0.5 );
float mix_level = clamp( mix_gradiant_tex.r*mix_gradiant_border.r-grass_level, 0.0, 1.0 );
// if ( grass_height_tex.r > 0.5 )
// {
//// mix_level = 0.0;
// }
// else
// {
// mix_level = 1.0;
// }
if ( mix_level > 0.0 && mix_level < 1.0 )
{
if ( grass_height_tex.r < dirt_height_tex.r )
{
mix_level = 1.0;
}
else
{
mix_level = 0.0;
}
}
mix_level *= mix_level;
mix_level *= mix_level;
mix_level *= mix_level;
vec3 hsv_dirt = rgb2hsv(dirt_tex.rgb);
vec3 hsv_dirt_height = rgb2hsv(dirt_height_hsv_tex.rgb);
hsv_dirt.y = hsv.y*hsv_mask.z;
hsv_dirt.z *= hsv.z*hsv_mask.z;
dirt_tex.rgb = hsv2rgb( hsv_dirt );
ALBEDO = mix( ALBEDO, dirt_tex.rgb, mix_level );
METALLIC = metallic;
vec4 final_roughness = mix( texture(texture_roughness,base_uv),texture(texture_roughness_dirt,base_uv), mix_level );
ROUGHNESS = dot(final_roughness, roughness_texture_channel) * roughness;
SPECULAR = specular;
vec4 final_normal = mix( texture(texture_normal,base_uv), texture(texture_normal_dirt,base_uv), mix_level );
NORMALMAP = final_normal.rgb;
NORMALMAP_DEPTH = normal_scale;
vec4 final_ao = mix( texture(texture_ambient_occlusion,base_uv), texture(texture_ambient_occlusion_dirt,base_uv), mix_level );
AO = dot(final_ao,ao_texture_channel);
AO_LIGHT_AFFECT = ao_light_affect;
}