ile-de-test/addons/zylann.hterrain/shaders/low_poly.gdshader

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shader_type spatial;
// This is a very simple shader for a low-poly coloured visual, without textures
#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
uniform sampler2D u_terrain_heightmap;
uniform sampler2D u_terrain_normalmap;
// I had to remove `hint_albedo` from colormap in Godot 3 because it makes sRGB conversion kick in,
// which snowballs to black when doing GPU painting on that texture...
uniform sampler2D u_terrain_colormap;// : hint_albedo;
uniform mat4 u_terrain_inverse_transform;
uniform mat3 u_terrain_normal_basis;
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uniform float u_specular = 0.5;
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varying flat vec4 v_tint;
vec3 unpack_normal(vec4 rgba) {
vec3 n = rgba.xzy * 2.0 - vec3(1.0);
// Had to negate Z because it comes from Y in the normal map,
// and OpenGL-style normal maps are Y-up.
n.z *= -1.0;
return n;
}
void vertex() {
vec2 cell_coords = (u_terrain_inverse_transform * MODEL_MATRIX * vec4(VERTEX, 1)).xz;
// Must add a half-offset so that we sample the center of pixels,
// otherwise bilinear filtering of the textures will give us mixed results (#183)
cell_coords += vec2(0.5);
// Normalized UV
UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
// Height displacement
float h = sample_heightmap(u_terrain_heightmap, UV);
VERTEX.y = h;
// Putting this in vertex saves 2 fetches from the fragment shader,
// which is good for performance at a negligible quality cost,
// provided that geometry is a regular grid that decimates with LOD.
// (downside is LOD will also decimate tint and splat, but it's not bad overall)
v_tint = texture(u_terrain_colormap, UV);
// Need to use u_terrain_normal_basis to handle scaling.
NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
}
void fragment() {
if (v_tint.a < 0.5) {
// TODO Add option to use vertex discarding instead, using NaNs
discard;
}
vec3 terrain_normal_world =
u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
terrain_normal_world = normalize(terrain_normal_world);
ALBEDO = v_tint.rgb;
ROUGHNESS = 1.0;
NORMAL = normalize(cross(dFdy(VERTEX), dFdx(VERTEX)));
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SPECULAR = u_specular;
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}