terrain-editor/project/assets/shaders/terrain.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, diffuse_lambert, specular_schlick_ggx, skip_vertex_transform;
varying vec3 var_model_normal;
varying vec3 var_vertex_position;
group_uniforms Floor1;
uniform sampler2D floor_1_albedo : source_color, hint_default_black, filter_linear_mipmap;
uniform sampler2D floor_1_normal : hint_normal, filter_linear_mipmap;
uniform float floor_1_roughness = 0.7;
uniform float floor_1_tiling = 500.0;
uniform float floor_1_specular = 0.5;
uniform float floor_1_metallic = 0.5;
group_uniforms Floor2;
uniform sampler2D floor_2_albedo : source_color, hint_default_black, filter_linear_mipmap;
uniform sampler2D floor_2_normal : hint_normal, filter_linear_mipmap;
uniform float floor_2_roughness = 0.7;
uniform float floor_2_tiling = 500.0;
uniform float floor_2_specular = 0.5;
uniform float floor_2_metallic = 0.5;
group_uniforms Floor3;
uniform sampler2D floor_3_albedo : source_color, hint_default_black, filter_linear_mipmap;
uniform sampler2D floor_3_normal : hint_normal, filter_linear_mipmap;
uniform float floor_3_roughness = 0.7;
uniform float floor_3_tiling = 500.0;
uniform float floor_3_specular = 0.5;
uniform float floor_3_metallic = 0.5;
group_uniforms Regions;
uniform sampler2D floor_region_map : hint_default_black, filter_linear_mipmap;
uniform float region_blending : hint_range(0, 10) = 1.0;
group_uniforms Slope.Textures;
uniform sampler2D slope_albedo : source_color, hint_default_white;
uniform sampler2D slope_normal : hint_normal, filter_linear_mipmap;
uniform float slope_tiling = 100.0;
uniform float slope_roughness = 0.7;
uniform float slope_specular = 0.5;
uniform float slope_metallic = 0.5;
group_uniforms; group_uniforms Slope;
uniform float slope_threshold = 0.9;
uniform float slope_blend_distance = 0.05;
void vertex() {
var_model_normal = NORMAL;
var_vertex_position = (vec4(VERTEX, 1.0) * MODEL_MATRIX).xyz;
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize(MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
TANGENT = normalize(MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz;
BINORMAL = normalize(MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz;
}
vec3 lerp(vec3 a, vec3 b, float t) {
return (1.0 - t) * a + b * t;
}
float lerpf(float a, float b, float t) {
return (1.0 - t) * a + b * t;
}
vec2 lerp2(vec2 a, vec2 b, float t) {
return (1.0 - t) * a + b * t;
}
// adapted from https://github.com/Experience-Monks/glsl-fast-gaussian-blur/blob/master/9.glsl
vec4 sample_texture_blurred(sampler2D tex, vec2 uv) {
if(region_blending == 0.0) // short-circuit for zero case
return texture(tex, uv);
vec4 color = vec4(0.0);
vec2 resolution = vec2(textureSize(tex, 0));
vec2 offset_1 = vec2(1.3846153846) * region_blending;
vec2 offset_2 = vec2(3.2307692308) * region_blending;
// add weighted samples. Magic numbers are pre-computed gaussian function results
color += texture(tex, uv) * 0.2270270270;
color += texture(tex, uv + (offset_1 / resolution)) * 0.3162162162;
color += texture(tex, uv - (offset_1 / resolution)) * 0.3162162162;
color += texture(tex, uv + (offset_2 / resolution)) * 0.0702702703;
color += texture(tex, uv - (offset_2 / resolution)) * 0.0702702703;
return color;
}
void fragment() {
float slope_blend = clamp(slope_threshold + ((acos(abs(var_model_normal.y)) / (PI * 0.5) - slope_threshold) * 1.0/slope_blend_distance), 0.0, 1.0);
vec4 region_masks = sample_texture_blurred(floor_region_map, UV);
vec2 sqr_normal = normalize(var_model_normal.xz * var_model_normal.xz);
float biplanar_index = round(abs(sqr_normal.x));
vec2 slope_uv = lerp2(var_vertex_position.xy, var_vertex_position.yz, biplanar_index);
ALBEDO = texture(floor_1_albedo, UV * floor_1_tiling).xyz;
ALBEDO = lerp(ALBEDO, texture(floor_2_albedo, UV * floor_2_tiling).xyz, region_masks.x);
ALBEDO = lerp(ALBEDO, texture(floor_3_albedo, UV * floor_3_tiling).xyz, region_masks.y);
ALBEDO = lerp(ALBEDO, texture(slope_albedo, slope_uv * slope_tiling).xyz, slope_blend);
//ALBEDO = region_masks.xyz;
NORMAL_MAP = texture(floor_1_normal, UV * floor_1_tiling).xyz;
NORMAL_MAP = lerp(NORMAL_MAP, texture(floor_2_normal, UV * floor_2_tiling).xyz, region_masks.x);
NORMAL_MAP = lerp(NORMAL_MAP, texture(floor_3_normal, UV * floor_3_tiling).xyz, region_masks.y);
NORMAL_MAP = lerp(NORMAL_MAP, texture(slope_normal, slope_uv * slope_tiling).xyz, slope_blend);
SPECULAR = floor_1_specular;
SPECULAR = lerpf(SPECULAR, floor_2_specular, region_masks.x);
SPECULAR = lerpf(SPECULAR, floor_3_specular, region_masks.y);
SPECULAR = lerpf(SPECULAR, slope_specular, slope_blend);
ROUGHNESS = floor_1_roughness;
ROUGHNESS = lerpf(ROUGHNESS, floor_2_roughness, region_masks.x);
ROUGHNESS = lerpf(ROUGHNESS, floor_3_roughness, region_masks.y);
ROUGHNESS = lerpf(ROUGHNESS, slope_roughness, slope_blend);
METALLIC = floor_1_metallic;
METALLIC = lerpf(METALLIC, floor_2_metallic, region_masks.x);
METALLIC = lerpf(METALLIC, floor_3_metallic, region_masks.y);
METALLIC = lerpf(METALLIC, slope_metallic, slope_blend);
}