diff options
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/detail.gdshader')
-rw-r--r-- | game/addons/zylann.hterrain/shaders/detail.gdshader | 107 |
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); +} |