Files
FlaxEngine/Source/Shaders/TerrainCommon.hlsl

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1.9 KiB
HLSL

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