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-rw-r--r--game/addons/zylann.hterrain/shaders/array_global.gdshader87
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diff --git a/game/addons/zylann.hterrain/shaders/array_global.gdshader b/game/addons/zylann.hterrain/shaders/array_global.gdshader
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+// This shader is used to bake the global albedo map.
+// It exposes a subset of the main shader API, so uniform names were not modified.
+
+shader_type spatial;
+
+// I had to remove source_color` from colormap in Godot 3 because it makes sRGB conversion kick in,
+// which snowballs to black when doing GPU painting on that texture...
+uniform sampler2D u_terrain_colormap;
+uniform sampler2D u_terrain_splat_index_map;
+uniform sampler2D u_terrain_splat_weight_map;
+
+uniform sampler2DArray u_ground_albedo_bump_array : source_color;
+
+// TODO Have UV scales for each texture in an array?
+uniform float u_ground_uv_scale;
+// Keep depth blending because it has a high effect on the final result
+uniform bool u_depth_blending = true;
+
+
+vec3 get_depth_blended_weights(vec3 splat, vec3 bumps) {
+ float dh = 0.2;
+
+ vec3 h = bumps + splat;
+
+ // TODO Keep improving multilayer blending, there are still some edge cases...
+ // Mitigation: nullify layers with near-zero splat
+ h *= smoothstep(0, 0.05, splat);
+
+ vec3 d = h + dh;
+ d.r -= max(h.g, h.b);
+ d.g -= max(h.r, h.b);
+ d.b -= max(h.g, h.r);
+
+ vec3 w = clamp(d, 0, 1);
+ // Had to normalize, since this approach does not preserve components summing to 1
+ return w / (w.x + w.y + w.z);
+}
+
+void vertex() {
+ vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
+ vec2 cell_coords = wpos.xz;
+ // Must add a half-offset so that we sample the center of pixels,
+ // otherwise bilinear filtering of the textures will give us mixed results (#183)
+ cell_coords += vec2(0.5);
+
+ // Normalized UV
+ UV = (cell_coords / vec2(textureSize(u_terrain_splat_index_map, 0)));
+}
+
+void fragment() {
+ vec4 tint = texture(u_terrain_colormap, UV);
+ vec4 tex_splat_indexes = texture(u_terrain_splat_index_map, UV);
+ vec4 tex_splat_weights = texture(u_terrain_splat_weight_map, UV);
+ // TODO Can't use texelFetch!
+ // https://github.com/godotengine/godot/issues/31732
+
+ vec3 splat_indexes = tex_splat_indexes.rgb * 255.0;
+
+ // Get bump at normal resolution so depth blending is accurate
+ vec2 ground_uv = UV / u_ground_uv_scale;
+ float b0 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.x)).a;
+ float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.y)).a;
+ float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.z)).a;
+
+ // Take the center of the highest mip as color, because we can't see details from far away.
+ vec2 ndc_center = vec2(0.5, 0.5);
+ vec3 a0 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.x), 10.0).rgb;
+ vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.y), 10.0).rgb;
+ vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.z), 10.0).rgb;
+
+ vec3 splat_weights = vec3(
+ tex_splat_weights.r,
+ tex_splat_weights.g,
+ 1.0 - tex_splat_weights.r - tex_splat_weights.g
+ );
+
+ // TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
+ if (u_depth_blending) {
+ splat_weights = get_depth_blended_weights(splat_weights, vec3(b0, b1, b2));
+ }
+
+ ALBEDO = tint.rgb * (
+ a0 * splat_weights.x
+ + a1 * splat_weights.y
+ + a2 * splat_weights.z
+ );
+}