aboutsummaryrefslogtreecommitdiff
path: root/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader
diff options
context:
space:
mode:
Diffstat (limited to 'game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader')
-rw-r--r--game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader211
1 files changed, 211 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader b/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader
new file mode 100644
index 0000000..7609f7c
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader
@@ -0,0 +1,211 @@
+shader_type canvas_item;
+// Required only because we use all 4 channels to encode floats into RGBA8
+render_mode blend_disabled;
+
+#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
+
+uniform vec2 u_offset;
+uniform float u_scale = 0.02;
+uniform float u_base_height = 0.0;
+uniform float u_height_range = 100.0;
+uniform int u_seed;
+uniform int u_octaves = 5;
+uniform float u_roughness = 0.5;
+uniform float u_curve = 1.0;
+uniform float u_terrain_size = 513.0;
+uniform float u_tile_size = 513.0;
+uniform sampler2D u_additive_heightmap;
+uniform float u_additive_heightmap_factor = 0.0;
+uniform vec2 u_uv_offset;
+uniform vec2 u_uv_scale = vec2(1.0, 1.0);
+
+uniform float u_island_weight = 0.0;
+// 0: smooth transition, 1: sharp transition
+uniform float u_island_sharpness = 0.0;
+// 0: edge is min height (island), 1: edge is max height (canyon)
+uniform float u_island_height_ratio = 0.0;
+// 0: round, 1: square
+uniform float u_island_shape = 0.0;
+
+////////////////////////////////////////////////////////////////////////////////
+// Perlin noise source:
+// https://github.com/curly-brace/Godot-3.0-Noise-Shaders
+//
+// GLSL textureless classic 2D noise \"cnoise\",
+// with an RSL-style periodic variant \"pnoise\".
+// Author: Stefan Gustavson (stefan.gustavson@liu.se)
+// Version: 2011-08-22
+//
+// Many thanks to Ian McEwan of Ashima Arts for the
+// ideas for permutation and gradient selection.
+//
+// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
+// Distributed under the MIT license. See LICENSE file.
+// https://github.com/stegu/webgl-noise
+//
+
+vec4 mod289(vec4 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+ return mod289(((x * 34.0) + 1.0) * x);
+}
+
+vec4 taylorInvSqrt(vec4 r) {
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+vec2 fade(vec2 t) {
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
+}
+
+// Classic Perlin noise
+float cnoise(vec2 P) {
+ vec4 Pi = floor(vec4(P, P)) + vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 Pf = fract(vec4(P, P)) - vec4(0.0, 0.0, 1.0, 1.0);
+ Pi = mod289(Pi); // To avoid truncation effects in permutation
+ vec4 ix = Pi.xzxz;
+ vec4 iy = Pi.yyww;
+ vec4 fx = Pf.xzxz;
+ vec4 fy = Pf.yyww;
+
+ vec4 i = permute(permute(ix) + iy);
+
+ vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
+ vec4 gy = abs(gx) - 0.5 ;
+ vec4 tx = floor(gx + 0.5);
+ gx = gx - tx;
+
+ vec2 g00 = vec2(gx.x,gy.x);
+ vec2 g10 = vec2(gx.y,gy.y);
+ vec2 g01 = vec2(gx.z,gy.z);
+ vec2 g11 = vec2(gx.w,gy.w);
+
+ vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
+ g00 *= norm.x;
+ g01 *= norm.y;
+ g10 *= norm.z;
+ g11 *= norm.w;
+
+ float n00 = dot(g00, vec2(fx.x, fy.x));
+ float n10 = dot(g10, vec2(fx.y, fy.y));
+ float n01 = dot(g01, vec2(fx.z, fy.z));
+ float n11 = dot(g11, vec2(fx.w, fy.w));
+
+ vec2 fade_xy = fade(Pf.xy);
+ vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
+ float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
+ return 2.3 * n_xy;
+}
+////////////////////////////////////////////////////////////////////////////////
+
+float get_fractal_noise(vec2 uv) {
+ float scale = 1.0;
+ float sum = 0.0;
+ float amp = 0.0;
+ int octaves = u_octaves;
+ float p = 1.0;
+ uv.x += float(u_seed) * 61.0;
+
+ for (int i = 0; i < octaves; ++i) {
+ sum += p * cnoise(uv * scale);
+ amp += p;
+ scale *= 2.0;
+ p *= u_roughness;
+ }
+
+ float gs = sum / amp;
+ return gs;
+}
+
+// x is a ratio in 0..1
+float get_island_curve(float x) {
+ return smoothstep(min(0.999, u_island_sharpness), 1.0, x);
+// float exponent = 1.0 + 10.0 * u_island_sharpness;
+// return pow(abs(x), exponent);
+}
+
+float smooth_union(float a, float b, float k) {
+ float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
+ return mix(b, a, h) - k * h * (1.0 - h);
+}
+
+float squareish_distance(vec2 a, vec2 b, float r, float s) {
+ vec2 v = b - a;
+ // TODO This is brute force but this is the first attempt that gave me a "rounded square" distance,
+ // where the "roundings" remained constant over distance (not the case with standard box SDF)
+ float da = -smooth_union(v.x+s, v.y+s, r)+s;
+ float db = -smooth_union(s-v.x, s-v.y, r)+s;
+ float dc = -smooth_union(s-v.x, v.y+s, r)+s;
+ float dd = -smooth_union(v.x+s, s-v.y, r)+s;
+ return max(max(da, db), max(dc, dd));
+}
+
+// This is too sharp
+//float squareish_distance(vec2 a, vec2 b) {
+// vec2 v = b - a;
+// // Manhattan distance would produce a "diamond-shaped distance".
+// // This gives "square-shaped" distance.
+// return max(abs(v.x), abs(v.y));
+//}
+
+float get_island_distance(vec2 pos, vec2 center, float terrain_size) {
+ float rd = distance(pos, center);
+ float sd = squareish_distance(pos, center, terrain_size * 0.1, terrain_size);
+ return mix(rd, sd, u_island_shape);
+}
+
+// pos is in terrain space
+float get_height(vec2 pos) {
+ float h = 0.0;
+
+ {
+ // Noise (0..1)
+ // Offset and scale for the noise itself
+ vec2 uv_noise = (pos / u_terrain_size + u_offset) * u_scale;
+ h = 0.5 + 0.5 * get_fractal_noise(uv_noise);
+ }
+
+ // Curve
+ {
+ h = pow(h, u_curve);
+ }
+
+ // Island
+ {
+ float terrain_size = u_terrain_size;
+ vec2 island_center = vec2(0.5 * terrain_size);
+ float island_height_ratio = 0.5 + 0.5 * u_island_height_ratio;
+ float island_distance = get_island_distance(pos, island_center, terrain_size);
+ float distance_ratio = clamp(island_distance / (0.5 * terrain_size), 0.0, 1.0);
+ float island_ratio = u_island_weight * get_island_curve(distance_ratio);
+ h = mix(h, island_height_ratio, island_ratio);
+ }
+
+ // Height remapping
+ {
+ h = u_base_height + h * u_height_range;
+ }
+
+ // Additive heightmap
+ {
+ vec2 uv = pos / u_terrain_size;
+ float ah = sample_heightmap(u_additive_heightmap, uv);
+ h += u_additive_heightmap_factor * ah;
+ }
+
+ return h;
+}
+
+void fragment() {
+ // Handle screen padding: transform UV back into generation space.
+ // This is in tile space actually...? it spans 1 unit across the viewport,
+ // and starts from 0 when tile (0,0) is generated.
+ // Maybe we could change this into world units instead?
+ vec2 uv_tile = (SCREEN_UV + u_uv_offset) * u_uv_scale;
+
+ float h = get_height(uv_tile * u_tile_size);
+
+ COLOR = encode_height_to_viewport(h);
+}