generated from krampus/template-godot4
147 lines
5.4 KiB
Plaintext
147 lines
5.4 KiB
Plaintext
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// This shader is the minimum needed to allow the terrain to function, without any texturing.
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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// Private uniforms
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uniform float _region_size = 1024.0;
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uniform float _region_texel_size = 0.0009765625; // = 1/1024
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uniform float _mesh_vertex_spacing = 1.0;
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uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing
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uniform int _region_map_size = 16;
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uniform int _region_map[256];
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uniform vec2 _region_offsets[256];
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uniform sampler2DArray _height_maps : repeat_disable;
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uniform usampler2DArray _control_maps : repeat_disable;
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uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable;
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uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
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uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable;
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uniform float _texture_uv_scale_array[32];
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uniform float _texture_uv_rotation_array[32];
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uniform vec4 _texture_color_array[32];
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uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2
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uniform uint _mouse_layer = 0x80000000u; // Layer 32
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varying flat vec2 v_uv_offset;
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varying flat vec2 v_uv2_offset;
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////////////////////////
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// Vertex
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////////////////////////
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// Takes in UV world space coordinates, returns ivec3 with:
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// XY: (0 to _region_size) coordinates within a region
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// Z: layer index used for texturearrays, -1 if not in a region
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ivec3 get_region_uv(vec2 uv) {
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uv *= _region_texel_size;
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ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2);
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int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size);
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int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
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return ivec3(ivec2((uv - _region_offsets[layer_index]) * _region_size), layer_index);
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}
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// Takes in UV2 region space coordinates, returns vec3 with:
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// XY: (0 to 1) coordinates within a region
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// Z: layer index used for texturearrays, -1 if not in a region
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vec3 get_region_uv2(vec2 uv) {
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// Vertex function added half a texel to UV2, to center the UV's. vertex(), fragment() and get_height()
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// call this with reclaimed versions of UV2, so to keep the last row/column within the correct
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// window, take back the half pixel before the floor().
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ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2);
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int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size);
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int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
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// The return value is still texel-centered.
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return vec3(uv - _region_offsets[layer_index], float(layer_index));
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}
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// 1 lookup
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float get_height(vec2 uv) {
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highp float height = 0.0;
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vec3 region = get_region_uv2(uv);
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if (region.z >= 0.) {
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height = texture(_height_maps, region).r;
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}
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return height;
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}
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void vertex() {
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// Get vertex of flat plane in world coordinates and set world UV
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vec3 vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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// UV coordinates in world space. Values are 0 to _region_size within regions
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UV = round(vertex.xz * _mesh_vertex_density);
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// Discard vertices for Holes. 1 lookup
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ivec3 region = get_region_uv(UV);
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uint control = texelFetch(_control_maps, region, 0).r;
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bool hole = bool(control >>2u & 0x1u);
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// Show holes to all cameras except mouse camera (on exactly 1 layer)
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if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&
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(hole || (_background_mode == 0u && region.z < 0)) ) {
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VERTEX.x = 0./0.;
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} else {
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// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
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UV2 = (UV + vec2(0.5)) * _region_texel_size;
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// Get final vertex location and save it
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VERTEX.y = get_height(UV2);
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}
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// Transform UVs to local to avoid poor precision during varying interpolation.
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v_uv_offset = MODEL_MATRIX[3].xz * _mesh_vertex_density;
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UV -= v_uv_offset;
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v_uv2_offset = v_uv_offset * _region_texel_size;
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UV2 -= v_uv2_offset;
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}
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////////////////////////
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// Fragment
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////////////////////////
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// 3 lookups
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vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
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// Get the height of the current vertex
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float height = get_height(uv);
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// Get the heights to the right and in front, but because of hardware
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// interpolation on the edges of the heightmaps, the values are off
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// causing the normal map to look weird. So, near the edges of the map
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// get the heights to the left or behind instead. Hacky solution that
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// reduces the artifact, but doesn't fix it entirely. See #185.
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float u, v;
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if(mod(uv.y*_region_size, _region_size) > _region_size-2.) {
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v = get_height(uv + vec2(0, -_region_texel_size)) - height;
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} else {
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v = height - get_height(uv + vec2(0, _region_texel_size));
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}
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if(mod(uv.x*_region_size, _region_size) > _region_size-2.) {
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u = get_height(uv + vec2(-_region_texel_size, 0)) - height;
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} else {
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u = height - get_height(uv + vec2(_region_texel_size, 0));
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}
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vec3 normal = vec3(u, _mesh_vertex_spacing, v);
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normal = normalize(normal);
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tangent = cross(normal, vec3(0, 0, 1));
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binormal = cross(normal, tangent);
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return normal;
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}
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void fragment() {
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// Recover UVs
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vec2 uv = UV + v_uv_offset;
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vec2 uv2 = UV2 + v_uv2_offset;
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// Calculate Terrain Normals. 4 lookups
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vec3 w_tangent, w_binormal;
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vec3 w_normal = get_normal(uv2, w_tangent, w_binormal);
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NORMAL = mat3(VIEW_MATRIX) * w_normal;
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TANGENT = mat3(VIEW_MATRIX) * w_tangent;
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BINORMAL = mat3(VIEW_MATRIX) * w_binormal;
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// Apply PBR
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ALBEDO=vec3(.2);
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}
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