64 lines
2 KiB
GLSL
64 lines
2 KiB
GLSL
shader_type spatial;
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// Development shader used to debug or help authoring.
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uniform sampler2D u_terrain_heightmap;
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uniform sampler2D u_terrain_normalmap;
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uniform sampler2D u_terrain_colormap;
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uniform sampler2D u_map; // This map will control color
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uniform mat4 u_terrain_inverse_transform;
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uniform mat3 u_terrain_normal_basis;
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varying float v_hole;
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vec3 unpack_normal(vec4 rgba) {
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return rgba.xzy * 2.0 - vec3(1.0);
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}
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void vertex() {
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vec4 wpos = WORLD_MATRIX * vec4(VERTEX, 1);
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vec2 cell_coords = (u_terrain_inverse_transform * wpos).xz;
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// Must add a half-offset so that we sample the center of pixels,
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// otherwise bilinear filtering of the textures will give us mixed results (#183)
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cell_coords += vec2(0.5);
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// Normalized UV
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UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
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// Height displacement
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float h = texture(u_terrain_heightmap, UV).r;
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VERTEX.y = h;
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wpos.y = h;
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// Putting this in vertex saves 2 fetches from the fragment shader,
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// which is good for performance at a negligible quality cost,
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// provided that geometry is a regular grid that decimates with LOD.
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// (downside is LOD will also decimate tint and splat, but it's not bad overall)
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vec4 tint = texture(u_terrain_colormap, UV);
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v_hole = tint.a;
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// Need to use u_terrain_normal_basis to handle scaling.
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// For some reason I also had to invert Z when sampling terrain normals... not sure why
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NORMAL = u_terrain_normal_basis
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* (unpack_normal(texture(u_terrain_normalmap, UV)) * vec3(1, 1, -1));
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}
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void fragment() {
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if (v_hole < 0.5) {
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// TODO Add option to use vertex discarding instead, using NaNs
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discard;
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}
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vec3 terrain_normal_world =
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u_terrain_normal_basis * (unpack_normal(texture(u_terrain_normalmap, UV)) * vec3(1,1,-1));
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terrain_normal_world = normalize(terrain_normal_world);
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vec3 normal = terrain_normal_world;
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vec4 value = texture(u_map, UV);
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// TODO Blend toward checker pattern to show the alpha channel
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ALBEDO = value.rgb;
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ROUGHNESS = 0.5;
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NORMAL = (INV_CAMERA_MATRIX * (vec4(normal, 0.0))).xyz;
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}
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