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-rw-r--r--game/addons/zylann.hterrain/shaders/detail.gdshader107
1 files changed, 107 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/detail.gdshader b/game/addons/zylann.hterrain/shaders/detail.gdshader
new file mode 100644
index 0000000..dbd1422
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/detail.gdshader
@@ -0,0 +1,107 @@
+shader_type spatial;
+render_mode cull_disabled;
+
+#include "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);
+}