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path: root/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc
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// 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;
}