143 lines
4.3 KiB
Plaintext
143 lines
4.3 KiB
Plaintext
// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Textures.gdshaderinc"
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vec3 sampleRGB( sampler2D sampler, vec2 uv )
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{
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return texture( sampler, uv ).rgb;
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}
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vec3 sampleRGB( sampler2D sampler, vec2 uv, vec4 tint )
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{
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return texture( sampler, uv ).rgb * tint.rgb;
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}
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float sampleAlphaUnclamped( sampler2D opacitySampler, sampler2D albedoSampler, vec2 uv, vec4 albedo, float scale )
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{
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float sampledOpacity = texture( opacitySampler, uv ).r;
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float sampledAlpha = texture( albedoSampler, uv ).a * albedo.a;
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return sampledOpacity * sampledAlpha * scale;
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}
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float sampleAlpha( sampler2D opacitySampler, sampler2D albedoSampler, vec2 uv, vec4 albedo, float scale )
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{
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float alpha = sampleAlphaUnclamped( opacitySampler, albedoSampler, uv, albedo, scale );
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return clamp( alpha, 0, 1 );
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}
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float sampleRedUnclamped( sampler2D sampler, vec2 uv, float scale, float offset )
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{
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float value = texture( sampler, uv ).r;
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return value * scale + offset;
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}
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float sampleRedBlurredUnclamped( sampler2D sampler, vec2 uv, float scale, float offset, float blur )
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{
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float value = textureLod( sampler, uv, blur ).r;
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return value * scale + offset;
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}
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float sampleRed( sampler2D sampler, vec2 uv, float scale, float offset )
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{
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float value = sampleRedUnclamped( sampler, uv, scale, offset );
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return clamp( value, 0, 1 );
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}
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vec3 sampleEmission( sampler2D sampler, vec2 uv, float emissionScale, vec4 emissionOffset )
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{
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vec3 value = texture( sampler, uv ).rgb;
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return ( value + emissionOffset.rgb ) * emissionScale;
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}
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float sampleOcclusionUnclamped( sampler2D sampler, vec2 uv, float amount, float offset )
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{
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float value = texture( sampler, uv ).r;
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return mix( 1, value, amount ) + offset;
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}
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float sampleOcclusion( sampler2D sampler, vec2 uv, float scale, float offset )
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{
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float value = sampleOcclusionUnclamped( sampler, uv, scale, offset );
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return clamp( value, 0, 1 );
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}
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vec4 triplanarTexture( sampler2D sampler, vec3 weights, vec3 triplanerPosition )
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{
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vec4 sample = vec4( 0.0 );
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sample += texture( sampler, triplanerPosition.xy ) * weights.z;
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sample += texture( sampler, triplanerPosition.xz ) * weights.y;
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sample += texture( sampler, triplanerPosition.zy * vec2( -1.0, 1.0 ) ) * weights.x;
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return sample;
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}
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vec2 heightMapUV( vec3 worldPosition, vec3 terrainSize, vec3 terrainOffset )
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{
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vec3 inTerrain = worldPosition - terrainOffset;
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vec3 terrainUV = inTerrain / terrainSize;
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return vec2( terrainUV.x, terrainUV.z );
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}
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vec4 fromHeightMap( sampler2D sampler, vec3 worldPosition, vec3 terrainSize, vec3 terrainOffset )
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{
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vec3 inTerrain = worldPosition - terrainOffset;
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vec3 terrainUV = inTerrain / terrainSize;
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return texture( sampler, vec2( terrainUV.x, terrainUV.z ) );
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}
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vec4 fromHeightMapSmoothed( sampler2D terrain, vec2 terrainUV, vec2 kernelSize, float weightSmoothing )
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{
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vec4 output = vec4( 0, 0, 0, 0 );
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float sumW = 0.0;
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for ( int i = -1; i < 2; i++ )
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{
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for ( int j= -1; j < 2; j++ )
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{
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vec2 offset = vec2( kernelSize.x * float(i), kernelSize.y * float(j) );
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float w = 1.0 / ( weightSmoothing + length( offset ) );
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output += texture( terrain, terrainUV + offset ) * w;
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sumW += w;
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}
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}
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return output / sumW;
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}
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vec3 heightMapDirection( sampler2D terrain, vec2 terrainUV, vec2 kernelSize, float normalScale )
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{
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float hL = texture( terrain, terrainUV - vec2( kernelSize.x, 0 ) ).r * normalScale;
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float hR = texture( terrain, terrainUV + vec2( kernelSize.x, 0 ) ).r * normalScale;
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float hD = texture( terrain, terrainUV - vec2( 0, kernelSize.y ) ).r * normalScale;
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float hU = texture( terrain, terrainUV + vec2( 0, kernelSize.y ) ).r * normalScale;
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return vec3( hL - hR, 2.0, hD - hU );
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}
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vec3 heightMapNormal( sampler2D terrain, vec2 terrainUV, vec2 kernelSize, float normalScale )
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{
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return normalize( heightMapDirection( terrain, terrainUV, kernelSize, normalScale ) );
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}
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vec3 heightMapNormalSmoothed( sampler2D terrain, vec2 terrainUV, vec2 kernelSize, float normalScale, float kernelSpread )
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{
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vec3 n0 = heightMapDirection( terrain, terrainUV, kernelSize, normalScale );
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vec3 n1 = heightMapDirection( terrain, terrainUV, kernelSize * kernelSpread, normalScale ) * 0.5;
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vec3 n2 = heightMapDirection( terrain, terrainUV, kernelSize * kernelSpread * kernelSpread, normalScale ) * 0.25;
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return normalize( n0 + n1 + n2 );
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}
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