giants-godot/addons/decals/Decal.shader

190 lines
6.6 KiB
GLSL

shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_back, depth_test_disable;
uniform sampler2D border_mask : hint_white;
uniform sampler2D albedo : hint_albedo;
uniform vec4 albedo_tint : hint_color = vec4(1.0);
uniform sampler2D emission : hint_black;
uniform vec4 emission_tint : hint_color = vec4(vec3(0.0), 1.0);
uniform float emission_strength = 1.0;
uniform sampler2D occlusion : hint_white;
uniform float occlusion_strength = 1.0;
uniform sampler2D specular : hint_white;
uniform float specular_strength = 1.0;
uniform sampler2D metallic : hint_black;
uniform float metallic_strength = 1.0;
uniform sampler2D normal_map : hint_normal;
uniform float animation_speed = 1.0;
uniform int flipbook_columns_count = 1;
uniform bool one_shot = false;
uniform float start_time; // set by script
uniform float current_frame_blend = 0.0;
uniform bool use_normal_map = false;
varying vec3 decal_half_scale;
varying vec3 decal_right;
varying vec3 decal_up;
varying vec3 decal_forward;
int get_current_frame(float cur_time)
{
int cur_frame = int(round((cur_time - start_time) * animation_speed));
if (one_shot)
{
cur_frame = clamp(cur_frame,0,flipbook_columns_count*flipbook_columns_count-1);
}
return cur_frame;
}
//Checks if the given point is in the decal's boundaries using an oriented bounding box defined by the decal's tranform
bool is_point_in_decal_bounds(vec3 point, vec3 decal_position)
{
vec3 scale = decal_half_scale * 2.0;
vec3 p = point - decal_position;
return abs(dot(p, decal_right)) <= scale.x && abs(dot(p, decal_forward)) <= scale.y && abs(dot(p, decal_up)) <= scale.z;
}
void vertex()
{
vec3 world_position = (WORLD_MATRIX*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
UV = world_position.xy;
UV2 = vec2(world_position.z,0.0);
decal_right = (WORLD_MATRIX*vec4(1.0, 0.0, 0.0, 1.0)).xyz - world_position;
decal_forward = (WORLD_MATRIX*vec4(0.0, 0.0, -1.0, 1.0)).xyz - world_position;
decal_up = (WORLD_MATRIX*vec4(0.0, 1.0, 0.0, 1.0)).xyz - world_position;
decal_half_scale = vec3(length(decal_right), length(decal_forward), length(decal_up)) / 2.0;
decal_right = normalize(decal_right);
decal_forward = normalize(decal_forward);
decal_up = normalize(decal_up);
//Override the projector mesh's normals in order to render the decal with mostly correct lighting
NORMAL = vec3(0.0, 0.0, 1.0);
TANGENT = vec3(1.0, 0.0, 0.0);
BINORMAL = vec3(0.0, 1.0, 0.0);
}
void fragment ()
{
//Compute world position using the depth buffer
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view.xyz /= view.w;
vec4 world = CAMERA_MATRIX * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
vec3 world_position = world.xyz / world.w;
vec3 decal_position = vec3(UV.xy, UV2.x);
if(is_point_in_decal_bounds(world_position, decal_position))
{
//If the world position is within the decal's boundaries, we can compute it's uv coordinates
vec4 local_position = (vec4(world_position - decal_position, 0.0)) * WORLD_MATRIX;
int current_frame = get_current_frame(TIME);
vec2 flipbook_frame_index = vec2(float(current_frame % flipbook_columns_count), float(current_frame / flipbook_columns_count));
vec2 frame_size = vec2(1.0/float(flipbook_columns_count));
vec2 uv_coords = (vec2(local_position.x, -local_position.y) / (4.0*(decal_half_scale.xz * 2.0 * decal_half_scale.xz))) - vec2(0.5);
//This is used to fix some blending issues on the decal's edges, border mask is a white texture with a 1px transparent border on all sides
float border_alpha = texture(border_mask, uv_coords).a;
//Offset UVs to handle flipbook animation
uv_coords = uv_coords / float(flipbook_columns_count);
uv_coords -= float(flipbook_columns_count - 1) * frame_size - flipbook_frame_index * frame_size;
//Hacky stuff, to get UVs, correct lighting and normal mapping working, i need to get the fragment's local position in the light shader
//Unfortunately, we can't use varying to pass values between the fragment and light shaders
//To work around this limitation, i put the data i need in the TRANSMISSION built-in.
//Also, due to some limitation caused by how this shader works, PBR lighting isn't supported.
TRANSMISSION = vec3(1.0) - local_position.xyz / 100.0;
ALBEDO = texture(albedo, uv_coords).rgb * albedo_tint.rgb;
EMISSION = texture(emission, uv_coords).rgb * emission_tint.rgb * emission_strength;
ALPHA = texture(albedo, uv_coords).a * albedo_tint.a * border_alpha;
}else{
ALPHA = 0.0;
}
}
//taken from http://www.thetenthplanet.de/archives/1180
mat3 cotangent_frame(vec3 N, vec3 p, vec2 uv)
{
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec2 duv1 = dFdx(uv);
vec2 duv2 = dFdy(uv);
vec3 dp2perp = cross( dp2, N );
vec3 dp1perp = cross( N, dp1 );
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
return mat3( T * invmax, B * invmax, N );
}
vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord )
{
vec3 map = texture(normal_map, texcoord ).rgb;
map = map * 255./127. - 128./127.;
map.x *= -1.0;
map.y *= 1.0;
map.z *= -1.0;
mat3 TBN = cotangent_frame(N, V, texcoord);
return normalize(TBN * map);
}
void light ()
{
//Get back the data from the fragment shader
vec3 data = (vec3(1.0) - TRANSMISSION) * 100.0;
//Recompute UV coordinates
vec2 uv_coords = vec2(data.x, -data.y);
int current_frame = get_current_frame(TIME);
vec2 flipbook_frame_index = vec2(float(current_frame % flipbook_columns_count), float(current_frame / flipbook_columns_count));
vec2 frame_size = vec2(1.0/float(flipbook_columns_count));
uv_coords = (uv_coords.xy / (4.0*(decal_half_scale.xz * 2.0 * decal_half_scale.xz))) - vec2(0.5);
uv_coords = uv_coords / float(flipbook_columns_count);
uv_coords -= float(flipbook_columns_count - 1) * frame_size - flipbook_frame_index * frame_size;
//Normal mapping
vec3 normal = NORMAL;
if(use_normal_map == true)
{
normal = perturb_normal(NORMAL, VIEW, uv_coords);
}
float n_dot_l = clamp(dot(normal, LIGHT), 0.0, 1.0);
//Specular lighting
vec3 view_dir = normalize(CAMERA_MATRIX[3].xyz - data);
vec3 reflection_dir = reflect(-LIGHT, normal);
float spec = pow(max(dot(view_dir, reflection_dir), 0.0), 32);
vec3 specular_light = specular_strength * spec * LIGHT_COLOR;
//Diffuse lighting
vec3 albedo_color = ALBEDO * n_dot_l;
albedo_color = albedo_color * mix(1.0, texture(occlusion, uv_coords).r, occlusion_strength);
DIFFUSE_LIGHT += albedo_color * ATTENUATION * LIGHT_COLOR;
SPECULAR_LIGHT = specular_light * texture(specular, uv_coords).r;
}