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-.. _doc_vertex_displacement_with_shaders:
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-Vertex displacement with shaders
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-================================
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-
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-Introduction
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-------------
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-
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-This tutorial will teach you how to displace the vertices of
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-a :ref:`Plane Mesh<class_PlaneMesh>` inside a shader. Vertex displacement can be used
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-for a wide variety of effects, but most commonly it is used
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-as a quick way to turn a flat plane into a simple terrain. Typically
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-this is done using a heightmap, but in order to keep everything self
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-contained, in this tutorial, we will use noise in a shader. At the end
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-of this tutorial, we will have a deformed plane that looks like a
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-miniature terrain complete with dynamic lighting.
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-
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-By reading this tutorial, you should gain a basic understanding of:
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-
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-* How to create and subdivide a :ref:`Plane Mesh<class_PlaneMesh>`
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-* How to create and assign a material to a :ref:`Mesh<class_MeshInstance>`
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-* How to write a :ref:`Shader<class_Shader>` that displaces the vertices of a :ref:`Mesh<class_MeshInstance>`
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-* How to pass values (Uniforms) into a :ref:`Shader<class_Shader>` to update the :ref:`Mesh<class_MeshInstance>` in realtime
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-* How to approximate normals from a height function
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-* How to use a light with a custom material
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-
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-The plane mesh
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---------------
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-
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-First, add a :ref:`Spatial<class_Spatial>` node to the scene to act as the root. Next, add a :ref:`MeshInstance<class_MeshInstance>`
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-as a child.
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-
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-.. image:: img/vertex_displacement_new_mesh.png
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-
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-Select the newly created :ref:`MeshInstance<class_MeshInstance>`. Then click on the button that says "null"
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-next to the :ref:`Mesh<class_MeshInstance>` in the Inspector. This will bring up a list of :ref:`PrimitiveMeshes<class_PrimitiveMesh>`.
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-Select "New PlaneMesh".
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-
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-.. image:: img/vertex_displacement_planemesh.png
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-
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-The button will change into a small image of a plane. Click on it to enter into
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-the Inspector for the :ref:`Plane Mesh<class_MeshInstance>`.
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-
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-Then, in the viewport, click in the upper left corner where it says [Perspective].
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-A menu will appear. In the middle of the menu are options for how to display the scene.
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-Select 'Display Wireframe'.
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-
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-.. image:: img/vertex_displacement_viewport_settings.png
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-
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-This will allow you to see the triangles making up the plane.
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-
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-.. image:: img/vertex_displacement_wireframe1.png
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-
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-Now set the ``Subdivide Width`` and ``Subdivide Height`` to ``32``.
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-
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-.. image:: img/vertex_displacement_subdivided_mesh.png
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-
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-You can see that there are now many more triangles in the :ref:`Mesh<class_MeshInstance>`. This will give
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-us more vertices to work with and thus allow us to add more detail.
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-
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-.. image:: img/vertex_displacement_wireframe2.png
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-
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-
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-Shader magic
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-------------
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-
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-Now that we have a :ref:`Plane Mesh<class_MeshInstance>` to draw, let's set up the material that will deform the :ref:`Mesh<class_MeshInstance>`.
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-
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-Click beside material in the :ref:`Plane Mesh<class_MeshInstance>` Menu and create a new :ref:`ShaderMaterial<class_ShaderMaterial>`.
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-
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-.. image:: img/vertex_displacement_new_shader_material.png
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-
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-Then click on the created :ref:`ShaderMaterial<class_ShaderMaterial>`.
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-
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-Then click beside 'shader' and create a new :ref:`Shader<class_Shader>`.
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-
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-.. image:: img/vertex_displacement_new_shader.png
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-
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-Click into the newly created :ref:`Shader<class_Shader>`. You should now see Godot's Shader editor.
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-
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-.. image:: img/vertex_displacement_shader_editor.png
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-
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-Notice how it is throwing an error? This is because the shader editor reloads shaders on
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-the fly automatically. The first thing Godot shaders need is a declaration of what type of
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-shader they are. Accordingly, we set the variable ``shader_type`` to ``spatial``. One more
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-thing we will add is the ``render_mode``, we will set it to ``unshaded``. This means that
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-Godot won't run the light shader on this object.
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-
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-::
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-
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- shader_type spatial;
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- render_mode unshaded;
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-
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-This should remove the errors and your :ref:`Mesh<class_MeshInstance>` should turn white. If you were to comment out
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-the ``render_mode``, the plane would appear blue because it would pick up the sky colors.
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-
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-Next we will define a vertex shader. The vertex shader determines where the vertices of your
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-:ref:`Mesh<class_MeshInstance>` appear in the final scene. We will be using it to offset the height of each vertex and
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-make our flat plane appear like a little terrain.
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-
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-We define the vertex shader like so:
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-
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-::
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-
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- void vertex() {
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-
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- }
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-
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-With nothing in the ``vertex`` function, Godot will use its default vertex shader. We can easily
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-start to make changes by adding a single line:
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-
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-::
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-
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- void vertex() {
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- VERTEX.y += cos(VERTEX.x) * sin(VERTEX.z);
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- }
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-
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-Adding this line, you should get an image like the one below.
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-
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-.. image:: img/vertex_displacement_cos.png
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-
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-Okay, let's unpack this. The ``y`` value of the ``VERTEX`` is being increased. And we are passing
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-the ``x`` and ``z`` components of the ``VERTEX`` as arguments to ``cos`` and ``sin``; that gives us
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-a wave-like appearance across the ``x`` and ``z`` axes.
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-
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-What we want to achieve is the look of little hills; after all. ``cos`` and ``sin`` already look kind of like
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-hills. We do so by scaling the inputs to the ``cos`` and ``sin`` functions.
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-
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-::
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-
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- void vertex() {
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- VERTEX.y += cos(VERTEX.x * 4.0) * sin(VERTEX.z * 4.0);
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- }
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-
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-.. image:: img/vertex_displacement_cos_scaled.png
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-
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-This looks better, but it is still too spiky. This is because ``cos`` and ``sin`` output values between ``-1`` and ``1``,
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-so the range of the output is much too high. We correct this by multiplying the result by ``0.5`` to reduce the size.
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-
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-::
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-
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- void vertex() {
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- VERTEX.y += cos(VERTEX.x * 4.0) * sin(VERTEX.z * 4.0) * 0.5;
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- }
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-
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-.. image:: img/vertex_displacement_cos_amplitude.png
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-
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-Looks much more hilly now. But ``cos`` and ``sin`` are boring. Let's move onto something more interesting.
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-
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-Noise
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------
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-
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-Noise is a very popular tool for procedural generation. Think of it as similar to the cosine function
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-where you have repeating hills except, with noise, each hill has a different height. Understanding
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-noise is not necessary for this tutorial. There is nothing wrong with simply copying and pasting
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-the code below.
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-
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-The first function we use to generate the noise is the ``hash`` function. It gives the random height
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-for each of the hill tops.
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-
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-::
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-
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- float hash(vec2 p) {
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- return fract(sin(dot(p * 17.17, vec2(14.91, 67.31))) * 4791.9511);
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- }
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-
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-You will find similar functions to this all over the internet. It is lovingly referred to as the
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-'one-liner hash function'. It works well for simple noise, but there are many better alternatives
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-floating around as well. For this tutorial, it will work fine.
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-
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-Next we define the ``noise`` function. It smoothly interpolates between the random heights.
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-Again, if this code seems daunting, do not worry; just copy, paste and move on with the tutorial.
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-
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-::
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-
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- float noise(vec2 x) {
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- vec2 p = floor(x);
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- vec2 f = fract(x);
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- f = f * f * (3.0 - 2.0 * f);
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- vec2 a = vec2(1.0, 0.0);
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- return mix(mix(hash(p + a.yy), hash(p + a.xy), f.x),
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- mix(hash(p + a.yx), hash(p + a.xx), f.x), f.y);
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- }
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-
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-Lastly, to add detail, we combine successive layers of noise using something called fractal
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-brownian motion or FBM. Scary name aside, FBM noise just adds together layers of noise with
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-increasing frequency and decreasing amplitude. To implement it, we run over a for loop where
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-we increase the frequency each level, decrease the amplitude, and calculate a new layer of noise.
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-
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-::
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-
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- float fbm(vec2 x) {
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- float height = 0.0;
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- float amplitude = 0.5;
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- float frequency = 3.0;
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- for (int i = 0; i < 6; i++){
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- height += noise(x * frequency) * amplitude;
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- amplitude *= 0.5;
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- frequency *= 2.0;
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- }
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- return height;
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- }
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-
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-We can now use this noise function in place of ``cos`` and ``sin`` in the previous section.
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-
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-::
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-
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- float height = fbm(VERTEX.xz * 4.0);
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- VERTEX.y += height * 0.5;
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-
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-.. image:: img/vertex_displacement_noise1.png
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-
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-With the noise function in place, we already have something that looks kind of cool.
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-There is a lot of detail, it kind of looks hilly or mountainous.
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-
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-Fragment shader
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----------------
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-
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-The difference between a vertex shader and a fragment shader is that the vertex shader
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-runs per vertex and sets properties such as ``VERTEX`` (position) and ``NORMAL``, while
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-the fragment shader runs per pixel and, most importantly, sets the ``ALBEDO`` color of the :ref:`Mesh<class_MeshInstance>`.
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-
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-Now let's look at the :ref:`Mesh<class_MeshInstance>` with a regular shader instead of the wireframe. Set the
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-viewport back to 'Display Normal'.
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-
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-.. image:: img/vertex_displacement_noise2.png
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-
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-The :ref:`Mesh<class_MeshInstance>` appears completely white because the fragment shader is coloring each pixel white;
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-but if every pixel is white, we lose detail on the :ref:`Mesh<class_MeshInstance>`. So let's color each pixel based
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-on the height calculated in the vertex shader. We do so by setting the ``COLOR`` variable
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-in the vertex shader. And by setting the ``ALBEDO`` in the fragment shader to the calculated
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-``COLOR`` variable.
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-
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-::
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-
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- void vertex() {
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- ...
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- COLOR.xyz = vec3(height);
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- }
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-
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- void fragment(){
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- ALBEDO = COLOR.xyz;
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- }
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-
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-With this change, we can see the detail of the :ref:`Mesh<class_MeshInstance>`, even without displaying the :ref:`Mesh<class_MeshInstance>`'s wireframe.
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-
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-.. image:: img/vertex_displacement_noise3.png
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-
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-Uniforms
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---------
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-
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-Uniform variables allow you to pass data from the game into the shader. They can
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-be very useful for controlling shader effects. Uniforms can be almost any
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-datatype that can be used in the shader. To use a uniform, you declare it in
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-your :ref:`Shader<class_Shader>` using the keyword ``uniform``.
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-
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-Let's make a uniform that changes the height of the terrain.
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-
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-::
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-
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- uniform float height_scale = 0.5;
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-
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-
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-Godot lets you initialize a uniform with a value; here, ``height_scale`` is set to
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-``0.5``. You can set uniforms from GDScript by calling the function ``set_shader_param``
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-on the material corresponding to the shader. The value passed from GDScript takes
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-precedence over the value used to initialize it in the shader.
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-
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-::
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-
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- material.set_shader_param("height_scale", 0.5)
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-
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-Remember that the string passed into ``set_shader_param`` must match the name
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-of the uniform variable in the :ref:`Shader<class_Shader>`. You can use the uniform variable anywhere
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-inside your :ref:`Shader<class_Shader>`. Here, we will use it to set the height value instead
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-of arbitrarily multiplying by ``0.5``.
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-
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-::
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-
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- VERTEX.y += height * height_scale;
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-
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-The terrain should look exactly the same, but now we have control over the height easily.
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-Here is the same terrain with ``height_scale`` set to ``1``:
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-
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-.. image:: img/vertex_displacement_uniform1.png
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-
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-And here it is with ``height_scale`` set to ``0.2``:
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-
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-.. image:: img/vertex_displacement_uniform2.png
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-
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-Using uniforms, we can even change the value every frame to animate the height of the terrain.
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-Combined with :ref:`Tweens<class_Tween>`, this can be especially useful for simple animations.
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-
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-Interacting with light
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-----------------------
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-
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-As a final part of this tutorial, let's try to set up the terrain to interact with light.
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-First, we will add an :ref:`OmniLight<class_OmniLight>` to the scene.
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-
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-
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-.. image:: img/vertex_displacement_light1.png
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-
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-You should notice that nothing changes. That is because we set the ``render_mode`` to ``unshaded``
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-at the beginning of this tutorial; let's remove that.
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-
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-::
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-
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- shader_type spatial;
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- //render_mode unshaded;
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-
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-.. image:: img/vertex_displacement_light2.png
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-
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-It looks slightly better now; you can see the light affecting the terrain, and it has
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-turned blue as a result of the sky. The problem is the light is affecting the terrain
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-as if it were a flat plane. This is because the light shader uses the normals of the
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-:ref:`Mesh<class_MeshInstance>` to calculate light. The normals are stored in the :ref:`Mesh<class_MeshInstance>`, but we are changing
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-the shape of the :ref:`Mesh<class_MeshInstance>` in the shader, so the normals are no longer correct. To fix this,
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-we need to recalculate the normals in the shader. Godot makes this easy for us; all we
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-have to do is calculate the new normal and set ``NORMAL`` to that value in the vertex shader.
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-With ``NORMAL`` set, Godot will do all the difficult lighting calculations for us.
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-
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-To calculate the normal from noise, we are going to use a technique called 'central differences'.
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-This is used a lot, especially in places like Shadertoy, to calculate normals in shaders.
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-What we will do is calculate the noise at four points surrounding the vertex in the ``x`` and ``z`` directions and then calculate
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-the slope at the vertex from that. After all, a normal is just an indicator of the slope of the
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-noise.
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-
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-We calculate the normal with one line in the vertex shader.
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-
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-::
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-
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- vec2 e = vec2(0.01, 0.0);
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- vec3 normal = normalize(vec3(fbm(VERTEX.xz - e) - fbm(VERTEX.xz + e), 2.0 * e.x, fbm(VERTEX.xz - e.yx) - fbm(VERTEX.xz + e.yx)));
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- NORMAL = normal;
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-
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-The variable ``e`` just makes it easier to add and subtract the right value from the ``VERTEX``.
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-Setting ``e`` to a lower number will increase the level of detail of the normal.
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-
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-With ``NORMAL`` calculated, the terrain now looks like:
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-
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-.. image:: img/vertex_displacement_normal.png
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-
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-This still does not look how we want it to. The issue here is that the noise changes
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-faster than the vertices do. So when we calculate the normal at the point of the
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-``VERTEX``, it does not align with what we see in the final :ref:`Mesh<class_MeshInstance>`. In order to fix
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-this, we add more vertices. The below image is made with a :ref:`Mesh<class_MeshInstance>` with ``subdivision`` set
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-to ``100``.
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-
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-.. image:: img/vertex_displacement_normal_detailed1.png
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-
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-Now, we can drag the light around and the lighting will update automatically.
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-
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-.. image:: img/vertex_displacement_normal_detailed2.png
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-
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-.. image:: img/vertex_displacement_normal_detailed3.png
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-
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-If you zoom the camera out, you can see that the :ref:`Mesh<class_MeshInstance>` now looks like a small terrain.
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-
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-.. image:: img/vertex_displacement_terrain.png
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-
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-That is everything for this tutorial. Hopefully, you now understand the basics of vertex
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-shaders in Godot. As a further exercise, try changing the ``height_scale`` from gdscript,
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-try using different :ref:`Primitive Meshes<class_PrimitiveMesh>`, and try making your
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-own functions to calculate ``height``.
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-
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-For further information on how to use shaders in Godot,
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-you should check out the :ref:`doc_shading_language` page.
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-
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