diff options
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/simple4_global.gdshader')
-rw-r--r-- | game/addons/zylann.hterrain/shaders/simple4_global.gdshader | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/simple4_global.gdshader b/game/addons/zylann.hterrain/shaders/simple4_global.gdshader new file mode 100644 index 0000000..f504c48 --- /dev/null +++ b/game/addons/zylann.hterrain/shaders/simple4_global.gdshader @@ -0,0 +1,83 @@ +shader_type spatial; + +// This shader is used to bake the global albedo map. +// It exposes a subset of the main shader API, so uniform names were not modified. + +// 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 sampler2D u_terrain_splatmap; + +uniform sampler2D u_ground_albedo_bump_0 : source_color; +uniform sampler2D u_ground_albedo_bump_1 : source_color; +uniform sampler2D u_ground_albedo_bump_2 : source_color; +uniform sampler2D u_ground_albedo_bump_3 : source_color; + +// Keep depth blending because it has a high effect on the final result +uniform bool u_depth_blending = true; +uniform float u_ground_uv_scale = 20.0; + + +vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) { + float dh = 0.2; + + vec4 h = bumps + splat; + + h *= smoothstep(0, 0.05, splat); + + vec4 d = h + dh; + d.r -= max(h.g, max(h.b, h.a)); + d.g -= max(h.r, max(h.b, h.a)); + d.b -= max(h.g, max(h.r, h.a)); + d.a -= max(h.g, max(h.b, h.r)); + + return clamp(d, 0, 1); +} + +void vertex() { + vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1); + vec2 cell_coords = 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_splatmap, 0))); +} + +void fragment() { + // These were moved from vertex to fragment, + // so we can generate part of the global map with just one quad and we get full quality + vec4 tint = texture(u_terrain_colormap, UV); + vec4 splat = texture(u_terrain_splatmap, UV); + + // Get bump at normal resolution so depth blending is accurate + vec2 ground_uv = UV / u_ground_uv_scale; + float b0 = texture(u_ground_albedo_bump_0, ground_uv).a; + float b1 = texture(u_ground_albedo_bump_1, ground_uv).a; + float b2 = texture(u_ground_albedo_bump_2, ground_uv).a; + float b3 = texture(u_ground_albedo_bump_3, ground_uv).a; + + // Take the center of the highest mip as color, because we can't see details from far away. + vec2 ndc_center = vec2(0.5, 0.5); + vec3 col0 = textureLod(u_ground_albedo_bump_0, ndc_center, 10.0).rgb; + vec3 col1 = textureLod(u_ground_albedo_bump_1, ndc_center, 10.0).rgb; + vec3 col2 = textureLod(u_ground_albedo_bump_2, ndc_center, 10.0).rgb; + vec3 col3 = textureLod(u_ground_albedo_bump_3, ndc_center, 10.0).rgb; + + vec4 w; + if (u_depth_blending) { + w = get_depth_blended_weights(splat, vec4(b0, b1, b2, b3)); + } else { + w = splat.rgba; + } + + float w_sum = (w.r + w.g + w.b + w.a); + + ALBEDO = tint.rgb * ( + w.r * col0 + + w.g * col1 + + w.b * col2 + + w.a * col3) / w_sum; +} + |