shader_type canvas_item; #include "res://addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc" vec4 pack_normal(vec3 n) { return vec4((0.5 * (n + 1.0)).xzy, 1.0); } float get_height(sampler2D tex, vec2 uv) { return decode_height_from_rgb8_unorm(texture(tex, uv).rgb); } void fragment() { vec2 uv = UV; vec2 ps = TEXTURE_PIXEL_SIZE; float left = get_height(TEXTURE, uv + vec2(-ps.x, 0)); float right = get_height(TEXTURE, uv + vec2(ps.x, 0)); float back = get_height(TEXTURE, uv + vec2(0, -ps.y)); float fore = get_height(TEXTURE, uv + vec2(0, ps.y)); vec3 n = normalize(vec3(left - right, 2.0, fore - back)); COLOR = pack_normal(n); // DEBUG //COLOR.r = fract(TIME * 100.0); }