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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/low_poly.gdshader
parentce9022d0df74d6c33db3686622be2050d873ab0b (diff)
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/low_poly.gdshader')
-rw-r--r--game/addons/zylann.hterrain/shaders/low_poly.gdshader63
1 files changed, 63 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/low_poly.gdshader b/game/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 "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;
+
+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)));
+}
+