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shader_type spatial;

// This is a very simple shader for a low-poly coloured visual, without textures

#include "include/heightmap.gdshaderinc"

uniform sampler2D u_terrain_heightmap;
uniform sampler2D u_terrain_normalmap;
// 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 mat4 u_terrain_inverse_transform;
uniform mat3 u_terrain_normal_basis;

varying flat vec4 v_tint;


vec3 unpack_normal(vec4 rgba) {
   vec3 n = rgba.xzy * 2.0 - vec3(1.0);
   // Had to negate Z because it comes from Y in the normal map,
   // and OpenGL-style normal maps are Y-up.
   n.z *= -1.0;
   return n;
}

void vertex() {
   vec2 cell_coords = (u_terrain_inverse_transform * MODEL_MATRIX * vec4(VERTEX, 1)).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_heightmap, 0));
   
   // Height displacement
   float h = sample_heightmap(u_terrain_heightmap, UV);
   VERTEX.y = h;
   
   // Putting this in vertex saves 2 fetches from the fragment shader,
   // which is good for performance at a negligible quality cost,
   // provided that geometry is a regular grid that decimates with LOD.
   // (downside is LOD will also decimate tint and splat, but it's not bad overall)
   v_tint = texture(u_terrain_colormap, UV);
   
   // Need to use u_terrain_normal_basis to handle scaling.
   NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
}

void fragment() {
   if (v_tint.a < 0.5) {
      // TODO Add option to use vertex discarding instead, using NaNs
      discard;
   }
   
   vec3 terrain_normal_world = 
      u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
   terrain_normal_world = normalize(terrain_normal_world);
   
   ALBEDO = v_tint.rgb;
   ROUGHNESS = 1.0;
   NORMAL = normalize(cross(dFdy(VERTEX), dFdx(VERTEX)));
}