khanat-client/addons/zylann.hterrain/tools/brush/decal.shader

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shader_type spatial;
render_mode unshaded;//, depth_test_disable;
uniform sampler2D u_terrain_heightmap;
uniform mat4 u_terrain_inverse_transform;
uniform mat3 u_terrain_normal_basis;
void vertex() {
vec2 cell_coords = (u_terrain_inverse_transform * WORLD_MATRIX * vec4(VERTEX, 1)).xz;
vec2 ps = vec2(1.0) / vec2(textureSize(u_terrain_heightmap, 0));
vec2 uv = ps * cell_coords;
// Get terrain normal
float k = 1.0;
float left = texture(u_terrain_heightmap, uv + vec2(-ps.x, 0)).r * k;
float right = texture(u_terrain_heightmap, uv + vec2(ps.x, 0)).r * k;
float back = texture(u_terrain_heightmap, uv + vec2(0, -ps.y)).r * k;
float fore = texture(u_terrain_heightmap, uv + vec2(0, ps.y)).r * k;
vec3 n = normalize(vec3(left - right, 2.0, back - fore));
n = u_terrain_normal_basis * n;
float h = texture(u_terrain_heightmap, uv).r;
VERTEX.y = h;
VERTEX += 1.0 * n;
NORMAL = n;//vec3(0.0, 1.0, 0.0);
}
void fragment() {
float len = length(2.0 * UV - 1.0);
float g = clamp(1.0 - 15.0 * abs(0.9 - len), 0.0, 1.0);
ALBEDO = vec3(1.0, 0.1, 0.1);
ALPHA = g;
}