Hugo Locurcio b4eff8de9d Update all demos for Godot 4.6, fix Global Illumination demo 2 weeks ago
..
screenshots da2f21baac Move Compute Shader Heightmap demo to the `compute/` folder 8 months ago
README.md 0343cedd48 General proofreading (#1262) 4 months ago
compute_shader.glsl da2f21baac Move Compute Shader Heightmap demo to the `compute/` folder 8 months ago
compute_shader.glsl.import 14fcc0e133 Update all demo projects for Godot 4.5 and use path-deterministic UIDs (#1258) 4 months ago
icon.webp da2f21baac Move Compute Shader Heightmap demo to the `compute/` folder 8 months ago
icon.webp.import 14fcc0e133 Update all demo projects for Godot 4.5 and use path-deterministic UIDs (#1258) 4 months ago
main.gd da2f21baac Move Compute Shader Heightmap demo to the `compute/` folder 8 months ago
main.gd.uid 14fcc0e133 Update all demo projects for Godot 4.5 and use path-deterministic UIDs (#1258) 4 months ago
main.tscn b4eff8de9d Update all demos for Godot 4.6, fix Global Illumination demo 2 weeks ago
project.godot b4eff8de9d Update all demos for Godot 4.6, fix Global Illumination demo 2 weeks ago

README.md

Compute Shader Heightmap

This demo project gives an example of how to use compute shaders in Godot. A compute shader is a piece of code that runs on the GPU and is written in GLSL (as opposed to the Godot shader language).

A compute shader can be used to take advantage of the GPU's ability to perform massively parallel operations faster than a CPU. This demo can generate the heightmap of an island from a noise texture, both on the CPU and the GPU. You can try both options to compare the time it takes to generate the heightmap on the CPU and GPU respectively.

For smaller noise textures, the CPU will often be faster, but the larger the gains are by using the GPU. On a PC with an NVIDIA GeForce RTX 3060 and 11th-generation Intel Core i7 processor, the compute shader was tested to be faster for textures 1024×1024 and larger.

The dimensions of the image can be set on the exported Dimensions property on the main scene. By default, it's set to 2048, which creates a 2048×2048 heightmap.

[!NOTE]

The shader code has been structured to be followed step-by-step by the user, and may not necessarily represent best practices. The CPU code is also less optimized than it could be. This is to reflect the GPU code as much as possible. Besides the use of the GPU, no multithreading is used.

Languages: GDScript, GLSL

Renderer: Mobile

Compute Shader Heightmap