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diff --git a/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader b/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader
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+shader_type spatial;
+
+// This is a shader with less textures, in case the main one doesn't run on your GPU.
+// It's mostly a big copy/paste, because Godot doesn't support #include or #ifdef...
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_normalmap;
+// I had to remove `hint_albedo` 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;// : hint_albedo;
+uniform sampler2D u_terrain_splatmap;
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+uniform sampler2D u_ground_albedo_bump_0 : source_color;
+uniform sampler2D u_ground_albedo_bump_1 : source_color;
+uniform sampler2D u_ground_albedo_bump_2 : source_color;
+uniform sampler2D u_ground_albedo_bump_3 : source_color;
+
+uniform float u_ground_uv_scale = 20.0;
+uniform bool u_depth_blending = true;
+uniform bool u_triplanar = false;
+// Each component corresponds to a ground texture. Set greater than zero to enable.
+uniform vec4 u_tile_reduction = vec4(0.0, 0.0, 0.0, 0.0);
+
+varying vec4 v_tint;
+varying vec4 v_splat;
+varying vec3 v_ground_uv;
+
+
+vec3 unpack_normal(vec4 rgba) {
+ vec3 n = rgba.xzy * 2.0 - vec3(1.0);
+ // Had to negate Z because it comes from Y in the normal map,
+ // and OpenGL-style normal maps are Y-up.
+ n.z *= -1.0;
+ return n;
+}
+
+// Blends weights according to the bump of detail textures,
+// so for example it allows to have sand fill the gaps between pebbles
+vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) {
+ float dh = 0.2;
+
+ vec4 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);
+
+ vec4 d = h + dh;
+ d.r -= max(h.g, max(h.b, h.a));
+ d.g -= max(h.r, max(h.b, h.a));
+ d.b -= max(h.g, max(h.r, h.a));
+ d.a -= max(h.g, max(h.b, h.r));
+
+ return clamp(d, 0, 1);
+}
+
+vec3 get_triplanar_blend(vec3 world_normal) {
+ vec3 blending = abs(world_normal);
+ blending = normalize(max(blending, vec3(0.00001))); // Force weights to sum to 1.0
+ float b = blending.x + blending.y + blending.z;
+ return blending / vec3(b, b, b);
+}
+
+vec4 texture_triplanar(sampler2D tex, vec3 world_pos, vec3 blend) {
+ vec4 xaxis = texture(tex, world_pos.yz);
+ vec4 yaxis = texture(tex, world_pos.xz);
+ vec4 zaxis = texture(tex, world_pos.xy);
+ // blend the results of the 3 planar projections.
+ return xaxis * blend.x + yaxis * blend.y + zaxis * blend.z;
+}
+
+vec4 depth_blend2(vec4 a, vec4 b, float t) {
+ // https://www.gamasutra.com
+ // /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
+ float d = 0.1;
+ float ma = max(a.a + (1.0 - t), b.a + t) - d;
+ float ba = max(a.a + (1.0 - t) - ma, 0.0);
+ float bb = max(b.a + t - ma, 0.0);
+ return (a * ba + b * bb) / (ba + bb);
+}
+
+vec4 texture_antitile(sampler2D tex, vec2 uv) {
+ float frequency = 2.0;
+ float scale = 1.3;
+ float sharpness = 0.7;
+
+ // Rotate and scale UV
+ float rot = 3.14 * 0.6;
+ float cosa = cos(rot);
+ float sina = sin(rot);
+ vec2 uv2 = vec2(cosa * uv.x - sina * uv.y, sina * uv.x + cosa * uv.y) * scale;
+
+ vec4 col0 = texture(tex, uv);
+ vec4 col1 = texture(tex, uv2);
+ //col0 = vec4(0.0, 0.0, 1.0, 1.0);
+ // Periodically alternate between the two versions using a warped checker pattern
+ float t = 0.5 + 0.5
+ * sin(uv2.x * frequency + sin(uv.x) * 2.0)
+ * cos(uv2.y * frequency + sin(uv.y) * 2.0);
+ // Using depth blend because classic alpha blending smoothes out details
+ return depth_blend2(col0, col1, smoothstep(0.5 * sharpness, 1.0 - 0.5 * sharpness, t));
+}
+
+void vertex() {
+ vec2 cell_coords = (u_terrain_inverse_transform * MODEL_MATRIX * vec4(VERTEX, 1)).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.
+ cell_coords += vec2(0.5);
+
+ // Normalized UV
+ UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
+
+ // Height displacement
+ float h = sample_heightmap(u_terrain_heightmap, UV);
+ VERTEX.y = h;
+
+ v_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y) / u_ground_uv_scale;
+
+ // Putting this in vertex saves 2 fetches from the fragment shader,
+ // which is good for performance at a negligible quality cost,
+ // provided that geometry is a regular grid that decimates with LOD.
+ // (downside is LOD will also decimate tint and splat, but it's not bad overall)
+ v_tint = texture(u_terrain_colormap, UV);
+ v_splat = texture(u_terrain_splatmap, UV);
+
+ // Need to use u_terrain_normal_basis to handle scaling.
+ NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
+}
+
+void fragment() {
+ if (v_tint.a < 0.5) {
+ // TODO Add option to use vertex discarding instead, using NaNs
+ discard;
+ }
+
+ vec3 terrain_normal_world =
+ u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
+ terrain_normal_world = normalize(terrain_normal_world);
+
+ // TODO Detail should only be rasterized on nearby chunks (needs proximity management to switch shaders)
+
+ vec2 ground_uv = v_ground_uv.xz;
+
+ vec4 ab0, ab1, ab2, ab3;
+ if (u_triplanar) {
+ // Only do triplanar on one texture slot,
+ // because otherwise it would be very expensive and cost many more ifs.
+ // I chose the last slot because first slot is the default on new splatmaps,
+ // and that's a feature used for cliffs, which are usually designed later.
+
+ vec3 blending = get_triplanar_blend(terrain_normal_world);
+
+ ab3 = texture_triplanar(u_ground_albedo_bump_3, v_ground_uv, blending);
+
+ } else {
+ if (u_tile_reduction[3] > 0.0) {
+ ab3 = texture(u_ground_albedo_bump_3, ground_uv);
+ } else {
+ ab3 = texture_antitile(u_ground_albedo_bump_3, ground_uv);
+ }
+ }
+
+ if (u_tile_reduction[0] > 0.0) {
+ ab0 = texture_antitile(u_ground_albedo_bump_0, ground_uv);
+ } else {
+ ab0 = texture(u_ground_albedo_bump_0, ground_uv);
+ }
+ if (u_tile_reduction[1] > 0.0) {
+ ab1 = texture_antitile(u_ground_albedo_bump_1, ground_uv);
+ } else {
+ ab1 = texture(u_ground_albedo_bump_1, ground_uv);
+ }
+ if (u_tile_reduction[2] > 0.0) {
+ ab2 = texture_antitile(u_ground_albedo_bump_2, ground_uv);
+ } else {
+ ab2 = texture(u_ground_albedo_bump_2, ground_uv);
+ }
+
+ vec3 col0 = ab0.rgb;
+ vec3 col1 = ab1.rgb;
+ vec3 col2 = ab2.rgb;
+ vec3 col3 = ab3.rgb;
+
+ vec4 w;
+ // TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
+ if (u_depth_blending) {
+ w = get_depth_blended_weights(v_splat, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
+ } else {
+ w = v_splat.rgba;
+ }
+
+ float w_sum = (w.r + w.g + w.b + w.a);
+
+ ALBEDO = v_tint.rgb * (
+ w.r * col0.rgb +
+ w.g * col1.rgb +
+ w.b * col2.rgb +
+ w.a * col3.rgb) / w_sum;
+
+ ROUGHNESS = 1.0;
+
+ NORMAL = (VIEW_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz;
+
+ //ALBEDO = w.rgb;
+ //ALBEDO = v_ground_uv.xyz;
+}
+