shader_type spatial; render_mode cull_disabled; #include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc" uniform sampler2D u_terrain_heightmap; uniform sampler2D u_terrain_detailmap; uniform sampler2D u_terrain_normalmap; uniform sampler2D u_terrain_globalmap : source_color; uniform mat4 u_terrain_inverse_transform; uniform mat3 u_terrain_normal_basis; uniform sampler2D u_albedo_alpha : source_color; uniform float u_view_distance = 100.0; uniform float u_globalmap_tint_bottom : hint_range(0.0, 1.0); uniform float u_globalmap_tint_top : hint_range(0.0, 1.0); uniform float u_bottom_ao : hint_range(0.0, 1.0); uniform vec2 u_ambient_wind; // x: amplitude, y: time uniform vec3 u_instance_scale = vec3(1.0, 1.0, 1.0); uniform float u_roughness = 0.9; varying vec3 v_normal; varying vec2 v_map_uv; float get_hash(vec2 c) { return fract(sin(dot(c.xy, vec2(12.9898,78.233))) * 43758.5453); } vec3 unpack_normal(vec4 rgba) { vec3 n = rgba.xzy * 2.0 - vec3(1.0); n.z *= -1.0; return n; } vec3 get_ambient_wind_displacement(vec2 uv, float hash) { // TODO This is an initial basic implementation. It may be improved in the future, especially for strong wind. float t = u_ambient_wind.y; float amp = u_ambient_wind.x * (1.0 - uv.y); // Main displacement vec3 disp = amp * vec3(cos(t), 0, sin(t * 1.2)); // Fine displacement float fine_disp_frequency = 2.0; disp += 0.2 * amp * vec3(cos(t * (fine_disp_frequency + hash)), 0, sin(t * (fine_disp_frequency + hash) * 1.2)); return disp; } float get_height(sampler2D heightmap, vec2 uv) { return sample_heightmap(heightmap, uv); } void vertex() { vec4 obj_pos = MODEL_MATRIX * vec4(0, 1, 0, 1); vec3 cell_coords = (u_terrain_inverse_transform * obj_pos).xyz; // 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.xz += vec2(0.5); vec2 map_uv = cell_coords.xz / vec2(textureSize(u_terrain_heightmap, 0)); v_map_uv = map_uv; //float density = 0.5 + 0.5 * sin(4.0*TIME); // test float density = texture(u_terrain_detailmap, map_uv).r; float hash = get_hash(obj_pos.xz); if (density > hash) { vec3 normal = normalize( u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, map_uv))); // Snap model to the terrain float height = get_height(u_terrain_heightmap, map_uv) / cell_coords.y; VERTEX *= u_instance_scale; VERTEX.y += height; VERTEX += get_ambient_wind_displacement(UV, hash); // Fade alpha with distance vec3 wpos = (MODEL_MATRIX * vec4(VERTEX, 1)).xyz; float dr = distance(wpos, CAMERA_POSITION_WORLD) / u_view_distance; COLOR.a = clamp(1.0 - dr * dr * dr, 0.0, 1.0); // When using billboards, // the normal is the same as the terrain regardless of face orientation v_normal = normal; } else { // Discard, output degenerate triangles VERTEX = vec3(0, 0, 0); } } void fragment() { NORMAL = (VIEW_MATRIX * (MODEL_MATRIX * vec4(v_normal, 0.0))).xyz; ALPHA_SCISSOR_THRESHOLD = 0.5; ROUGHNESS = u_roughness; vec4 col = texture(u_albedo_alpha, UV); ALPHA = col.a * COLOR.a;// - clamp(1.4 - UV.y, 0.0, 1.0);//* 0.5 + 0.5*cos(2.0*TIME); ALBEDO = COLOR.rgb * col.rgb; // Blend with ground color float nh = sqrt(max(1.0 - UV.y, 0.0)); ALBEDO = mix(ALBEDO, texture(u_terrain_globalmap, v_map_uv).rgb, mix(u_globalmap_tint_bottom, u_globalmap_tint_top, nh)); // Fake bottom AO ALBEDO = ALBEDO * mix(1.0, 1.0 - u_bottom_ao, UV.y * UV.y); }