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author Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-07-22 21:05:42 +0200
committer Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-07-22 21:05:42 +0200
commit71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch)
treeb4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/addons/zylann.hterrain/shaders/lookdev.gdshader
parentce9022d0df74d6c33db3686622be2050d873ab0b (diff)
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/lookdev.gdshader')
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1 files changed, 71 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/lookdev.gdshader b/game/addons/zylann.hterrain/shaders/lookdev.gdshader
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+++ b/game/addons/zylann.hterrain/shaders/lookdev.gdshader
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+shader_type spatial;
+
+// Development shader used to debug or help authoring.
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_normalmap;
+uniform sampler2D u_terrain_colormap;
+uniform sampler2D u_map; // This map will control color
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+varying float v_hole;
+
+
+vec3 unpack_normal(vec4 rgba) {
+ // If we consider texture space starts from top-left corner and Y goes down,
+ // then Y+ in pixel space corresponds to Z+ in terrain space,
+ // while X+ also corresponds to X+ in terrain space.
+ 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() {
+ vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
+ vec2 cell_coords = (u_terrain_inverse_transform * wpos).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;
+ wpos.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)
+ vec4 tint = texture(u_terrain_colormap, UV);
+ v_hole = tint.a;
+
+ // 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_hole < 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);
+ vec3 normal = terrain_normal_world;
+
+ vec4 value = texture(u_map, UV);
+ // TODO Blend toward checker pattern to show the alpha channel
+
+ ALBEDO = value.rgb;
+ ROUGHNESS = 0.5;
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}