diff options
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc')
-rw-r--r-- | game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc b/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc new file mode 100644 index 0000000..c023e52 --- /dev/null +++ b/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc @@ -0,0 +1,66 @@ + +// Use functions from this file everywhere a heightmap is used, +// so it is easy to track and change the format + +float sample_heightmap(sampler2D spl, vec2 pos) { + // RF + return texture(spl, pos).r; +} + +vec4 encode_height_to_viewport(float h) { + //return vec4(encode_height_to_rgb8_unorm(h), 1.0); + + // Encode regular floats into an assumed RGBA8 output color. + // This is used because Godot 4.0 doesn't support RF viewports, + // and the irony is, even if float viewports get supported, it's likely it will end up RGBAF, + // which is wasting bandwidth because we are only interested in R... + uint u = floatBitsToUint(h); + return vec4( + float((u >> 0u) & 255u), + float((u >> 8u) & 255u), + float((u >> 16u) & 255u), + float((u >> 24u) & 255u) + ) / vec4(255.0); +} + +float decode_height_from_viewport(vec4 c) { + uint u = uint(c.r * 255.0) + | (uint(c.g * 255.0) << 8u) + | (uint(c.b * 255.0) << 16u) + | (uint(c.a * 255.0) << 24u); + return uintBitsToFloat(u); +} + +float sample_height_from_viewport(sampler2D screen, vec2 uv) { + ivec2 ts = textureSize(screen, 0); + vec2 norm_to_px = vec2(ts); + + // Convert to pixels and apply a small offset so we interpolate from pixel centers + vec2 uv_px_f = uv * norm_to_px - vec2(0.5); + + ivec2 uv_px = ivec2(uv_px_f); + + // Get interpolation pixel positions + ivec2 p00 = uv_px; + ivec2 p10 = uv_px + ivec2(1, 0); + ivec2 p01 = uv_px + ivec2(0, 1); + ivec2 p11 = uv_px + ivec2(1, 1); + + // Get pixels + vec4 c00 = texelFetch(screen, p00, 0); + vec4 c10 = texelFetch(screen, p10, 0); + vec4 c01 = texelFetch(screen, p01, 0); + vec4 c11 = texelFetch(screen, p11, 0); + + // Decode heights + float h00 = decode_height_from_viewport(c00); + float h10 = decode_height_from_viewport(c10); + float h01 = decode_height_from_viewport(c01); + float h11 = decode_height_from_viewport(c11); + + // Linear filter + vec2 f = fract(uv_px_f); + float h = mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y); + + return h; +} |