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

62 lines · shader ref:
shader_type spatial;

// This is a very simple shader for a low-poly coloured visual, without textures

uniform sampler2D u_terrain_heightmap;
uniform sampler2D u_terrain_normalmap;
// I had to remove `hint_albedo` from colormap because it makes sRGB conversion kick in,
// which snowballs to black when doing GPU painting on that texture...
uniform sampler2D u_terrain_colormap;// : hint_albedo;
uniform mat4 u_terrain_inverse_transform;
uniform mat3 u_terrain_normal_basis;

varying flat vec4 v_tint;


vec3 unpack_normal(vec4 rgba) {
	vec3 n = rgba.xzy * 2.0 - vec3(1.0);
	// Had to negate Z because it comes from Y in the normal map,
	// and OpenGL-style normal maps are Y-up.
	n.z *= -1.0;
	return n;
}

void vertex() {
	vec2 cell_coords = (u_terrain_inverse_transform * WORLD_MATRIX * vec4(VERTEX, 1)).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;
	
	// 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)
	v_tint = texture(u_terrain_colormap, UV);
	
	// Need to use u_terrain_normal_basis to handle scaling.
	NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
}

void fragment() {
	if (v_tint.a < 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));
	terrain_normal_world = normalize(terrain_normal_world);
	
	ALBEDO = v_tint.rgb;
	ROUGHNESS = 1.0;
	NORMAL = normalize(cross(dFdx(VERTEX), dFdy(VERTEX)));
}