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shader_type canvas_item;
render_mode blend_disabled;
#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
uniform vec2 u_slope_up = vec2(0, 0);
uniform float u_slope_factor = 1.0;
uniform bool u_slope_invert = false;
uniform float u_weight = 0.5;
uniform float u_dilation = 0.0;
//uniform sampler2D u_screen_texture : hint_screen_texture;
uniform sampler2D u_previous_pass;
float get_height(sampler2D tex, vec2 uv) {
return sample_height_from_viewport(tex, uv);
}
void fragment() {
float r = 3.0;
// Divide so the shader stays neighbor dependent 1 pixel across.
// For this to work, filtering must be enabled.
vec2 eps = SCREEN_PIXEL_SIZE / (0.99 * r);
vec2 uv = SCREEN_UV;
float h = get_height(u_previous_pass, uv);
float eh = h;
float dh = h;
// Morphology with circular structuring element
for (float y = -r; y <= r; ++y) {
for (float x = -r; x <= r; ++x) {
vec2 p = vec2(float(x), float(y));
float nh = get_height(u_previous_pass, uv + p * eps);
float s = max(length(p) - r, 0);
eh = min(eh, nh + s);
s = min(r - length(p), 0);
dh = max(dh, nh + s);
}
}
eh = mix(h, eh, u_weight);
dh = mix(h, dh, u_weight);
float ph = mix(eh, dh, u_dilation);
if (u_slope_factor > 0.0) {
vec2 ps = SCREEN_PIXEL_SIZE;
float left = get_height(u_previous_pass, uv + vec2(-ps.x, 0.0));
float right = get_height(u_previous_pass, uv + vec2(ps.x, 0.0));
float top = get_height(u_previous_pass, uv + vec2(0.0, ps.y));
float bottom = get_height(u_previous_pass, uv + vec2(0.0, -ps.y));
vec3 normal = normalize(vec3(left - right, ps.x + ps.y, bottom - top));
vec3 up = normalize(vec3(u_slope_up.x, 1.0, u_slope_up.y));
float f = max(dot(normal, up), 0);
if (u_slope_invert) {
f = 1.0 - f;
}
ph = mix(h, ph, mix(1.0, f, u_slope_factor));
//COLOR = vec4(f, f, f, 1.0);
}
//COLOR = vec4(0.5 * normal + 0.5, 1.0);
//eh = 0.5 * (eh + texture(SCREEN_TEXTURE, uv + mp * ps * k).r);
//eh = mix(h, eh, (1.0 - h) / r);
COLOR = encode_height_to_viewport(ph);
}
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