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godot-witchy_world_demo / addons / zylann.hterrain / shaders / lookdev.shader

65 lines · shader ref:
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;
}