shader_type spatial; // Development shader used to debug or help authoring. uniform sampler2D u_terrain_heightmap; uniform sampler2D u_terrain_normalmap; uniform sampler2D u_terrain_colormap; uniform sampler2D u_map; // This map will control color uniform mat4 u_terrain_inverse_transform; uniform mat3 u_terrain_normal_basis; varying float v_hole; vec3 unpack_normal(vec4 rgba) { return rgba.xzy * 2.0 - vec3(1.0); } void vertex() { vec4 wpos = WORLD_MATRIX * vec4(VERTEX, 1); vec2 cell_coords = (u_terrain_inverse_transform * wpos).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 = texture(u_terrain_heightmap, UV).r; VERTEX.y = h; wpos.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) vec4 tint = texture(u_terrain_colormap, UV); v_hole = tint.a; // Need to use u_terrain_normal_basis to handle scaling. // For some reason I also had to invert Z when sampling terrain normals... not sure why NORMAL = u_terrain_normal_basis * (unpack_normal(texture(u_terrain_normalmap, UV)) * vec3(1, 1, -1)); } void fragment() { if (v_hole < 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)) * vec3(1,1,-1)); terrain_normal_world = normalize(terrain_normal_world); vec3 normal = terrain_normal_world; vec4 value = texture(u_map, UV); // TODO Blend toward checker pattern to show the alpha channel ALBEDO = value.rgb; ROUGHNESS = 0.5; NORMAL = (INV_CAMERA_MATRIX * (vec4(normal, 0.0))).xyz; }