ile-de-test/addons/zylann.hterrain/tools/generator/shaders/bump2normal.gdshader
2023-10-05 20:02:23 +02:00

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shader_type canvas_item;
render_mode blend_disabled;
#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
//uniform sampler2D u_screen_texture : hint_screen_texture;
uniform sampler2D u_previous_pass;
vec4 pack_normal(vec3 n) {
return vec4((0.5 * (n + 1.0)).xzy, 1.0);
}
float get_height(sampler2D tex, vec2 uv) {
return sample_height_from_viewport(tex, uv);
}
void fragment() {
vec2 uv = SCREEN_UV;
vec2 ps = SCREEN_PIXEL_SIZE;
float left = get_height(u_previous_pass, uv + vec2(-ps.x, 0));
float right = get_height(u_previous_pass, uv + vec2(ps.x, 0));
float back = get_height(u_previous_pass, uv + vec2(0, -ps.y));
float fore = get_height(u_previous_pass, uv + vec2(0, ps.y));
vec3 n = normalize(vec3(left - right, 2.0, fore - back));
COLOR = pack_normal(n);
}