shaderlib: Implement place_texture() and provide an example, replace mix.gdshader example; implements #17

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ChaoticByte 2024-12-28 00:00:46 +01:00
parent 8b5a1cc37d
commit 1aa217776c
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8 changed files with 48 additions and 21 deletions

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@ -31,18 +31,22 @@ The image file will be read and available as the `TEXTURE` variable.
uniform sampler2D <name>;
```
Have a look at the `mix.gdshader` example:
Have a look at the `place_texture.gdshader` example:
```glsl
shader_type canvas_item;
//!load ./swamp.jpg
#include "res://shaderlib/transform.gdshaderinc"
//!load+ img2 ./overlay.jpg
uniform sampler2D img2: repeat_enable, filter_nearest;
//!load ./swamp.jpg
//!load+ img2 ./grass.png
uniform sampler2D img2: repeat_disable, filter_nearest;
void fragment() {
COLOR = mix(COLOR, texture(img2, UV), .2);
vec4 grass = place_texture(img2, UV, TEXTURE_PIXEL_SIZE, vec2(0, .47), vec2(1));
grass.rgb += (vec3(0.03, 0.07, 0.11) - ((UV.y - .8) * 0.15)); // color correction
COLOR.rgb = mix(COLOR.rgb, grass.rgb, grass.a);
}
```

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@ -1,5 +1,5 @@
# Example Images
- swamp.jpg by [clfr21](https://pixabay.com/de/users/clfr21-6530007/)
- overlay.jpg by [Humusak](https://pixabay.com/de/users/humusak-137455/)
- swamp.jpg by [clfr21 on Pixabay](https://pixabay.com/de/users/clfr21-6530007/)
- grass.png by [GDJ on Pixabay](https://pixabay.com/users/gdj-1086657/)

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examples/grass.png Normal file

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@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://8101nnc8cx4o"
path="res://.godot/imported/overlay.jpg-b6d13e0def59877969c9eda02fa4244e.ctex"
uid="uid://c1mh1d2f3u4ju"
path="res://.godot/imported/grass.png-30af7213ed2d70b810b4ae788314a9e9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://examples/overlay.jpg"
dest_files=["res://.godot/imported/overlay.jpg-b6d13e0def59877969c9eda02fa4244e.ctex"]
source_file="res://examples/grass.png"
dest_files=["res://.godot/imported/grass.png-30af7213ed2d70b810b4ae788314a9e9.ctex"]
[params]

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@ -1,10 +0,0 @@
shader_type canvas_item;
//!load ./swamp.jpg
//!load+ img2 ./overlay.jpg
uniform sampler2D img2: repeat_enable, filter_nearest;
void fragment() {
COLOR = mix(COLOR, texture(img2, UV), .2);
}

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@ -0,0 +1,14 @@
shader_type canvas_item;
#include "res://shaderlib/transform.gdshaderinc"
//!load ./swamp.jpg
//!load+ img2 ./grass.png
uniform sampler2D img2: repeat_disable, filter_nearest;
void fragment() {
vec4 grass = place_texture(img2, UV, TEXTURE_PIXEL_SIZE, vec2(0, .47), vec2(1));
grass.rgb += (vec3(0.03, 0.07, 0.11) - ((UV.y - .8) * 0.15)); // color correction
COLOR.rgb = mix(COLOR.rgb, grass.rgb, grass.a);
}

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@ -0,0 +1,19 @@
// Load in a texture from a sampler2D with an offset and scale
// See examples/place_texture.gdshader
vec4 place_texture(sampler2D sampler, vec2 uv, vec2 texture_pixel_size, vec2 offset, vec2 scale) {
vec2 texture_size = vec2(textureSize(sampler, 0));
// position of current pixel; sample color c
vec2 pos = (uv - offset) / (texture_size*texture_pixel_size) / scale;
vec4 c = texture(sampler, pos);
// top-left bounds
vec2 a = offset;
// bottom-right bounds
vec2 b = offset + (texture_size*texture_pixel_size) * scale;
// check bounds
if (
a.x < uv.x && a.y < uv.y
&& b.x > uv.x && b.y > uv.y
) { return c; } // within bounds -> return color
return vec4(0); // not within bounds -> return transparency
}