Files
FlaxEngine/Source/Shaders/TerrainCommon.hlsl
2025-07-04 11:31:27 +02:00

52 lines
1.7 KiB
HLSL

// Copyright (c) Wojciech Figat. All rights reserved.
#ifndef __TERRAIN_COMMON__
#define __TERRAIN_COMMON__
#include "./Flax/Common.hlsl"
float DecodeHeightmapHeight(float4 value)
{
return (float)((int)(value.x * 255.0) + ((int)(value.y * 255) << 8)) / 65535.0;
}
float3 DecodeHeightmapNormal(float4 value, out bool isHole)
{
isHole = (value.b + value.a) >= 1.9f;
float2 normalTemp = float2(value.b, value.a) * 2.0f - 1.0f;
float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
return normalize(normal);
}
float SampleHeightmap(Texture2D<float4> heightmap, float2 uv, float mipOffset = 0.0f)
{
float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
return DecodeHeightmapHeight(value);
}
float SampleHeightmap(Texture2D<float4> heightmap, float2 uv, out float3 normal, out bool isHole, float mipOffset = 0.0f)
{
float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
normal = DecodeHeightmapNormal(value, isHole);
return DecodeHeightmapHeight(value);
}
float3 SampleHeightmap(Texture2D<float4> heightmap, float3 localPosition, float4 localToUV, out float3 normal, out bool isHole, float mipOffset = 0.0f)
{
// Sample heightmap
float2 uv = localPosition.xz * localToUV.xy + localToUV.zw;
float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
// Decode heightmap
normal = DecodeHeightmapNormal(value, isHole);
float height = DecodeHeightmapHeight(value);;
float3 position = float3(localPosition.x, height, localPosition.z);
// UVs outside the heightmap are empty
isHole = isHole || any(uv < 0.0f) || any(uv > 1.0f);
return position;
}
#endif