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-rw-r--r--game/addons/zylann.hterrain/shaders/array.gdshader170
-rw-r--r--game/addons/zylann.hterrain/shaders/array_global.gdshader87
-rw-r--r--game/addons/zylann.hterrain/shaders/detail.gdshader107
-rw-r--r--game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc66
-rw-r--r--game/addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc57
-rw-r--r--game/addons/zylann.hterrain/shaders/lookdev.gdshader71
-rw-r--r--game/addons/zylann.hterrain/shaders/low_poly.gdshader63
-rw-r--r--game/addons/zylann.hterrain/shaders/multisplat16.gdshader373
-rw-r--r--game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader173
-rw-r--r--game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader254
-rw-r--r--game/addons/zylann.hterrain/shaders/simple4.gdshader329
-rw-r--r--game/addons/zylann.hterrain/shaders/simple4_global.gdshader83
-rw-r--r--game/addons/zylann.hterrain/shaders/simple4_lite.gdshader211
13 files changed, 2044 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/array.gdshader b/game/addons/zylann.hterrain/shaders/array.gdshader
new file mode 100644
index 0000000..fbbac13
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/array.gdshader
@@ -0,0 +1,170 @@
+shader_type spatial;
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_normalmap;
+// 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 sampler2D u_terrain_globalmap : source_color;
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+uniform sampler2DArray u_ground_albedo_bump_array : source_color;
+uniform sampler2DArray u_ground_normal_roughness_array;
+
+// TODO Have UV scales for each texture in an array?
+uniform float u_ground_uv_scale;
+uniform float u_globalmap_blend_start;
+uniform float u_globalmap_blend_distance;
+uniform bool u_depth_blending = true;
+
+varying float v_hole;
+varying vec3 v_tint;
+varying vec2 v_ground_uv;
+varying float v_distance_to_camera;
+
+
+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;
+}
+
+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 = (u_terrain_inverse_transform * 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_heightmap, 0));
+
+ // Height displacement
+ float h = sample_heightmap(u_terrain_heightmap, UV);
+ VERTEX.y = h;
+ wpos.y = h;
+
+ vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
+ v_ground_uv = base_ground_uv.xz / 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)
+ vec4 tint = texture(u_terrain_colormap, UV);
+ v_hole = tint.a;
+ v_tint = tint.rgb;
+
+ // Need to use u_terrain_normal_basis to handle scaling.
+ NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
+
+ v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
+}
+
+void fragment() {
+ if (v_hole < 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);
+ vec3 normal = terrain_normal_world;
+
+ float globalmap_factor =
+ clamp((v_distance_to_camera - u_globalmap_blend_start) * u_globalmap_blend_distance, 0.0, 1.0);
+ globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
+ vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
+ ALBEDO = global_albedo;
+
+ // Doing this branch allows to spare a bunch of texture fetches for distant pixels.
+ // Eventually, there could be a split between near and far shaders in the future,
+ // if relevant on high-end GPUs
+ if (globalmap_factor < 1.0) {
+ 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;
+ vec3 splat_weights = vec3(
+ tex_splat_weights.r,
+ tex_splat_weights.g,
+ 1.0 - tex_splat_weights.r - tex_splat_weights.g
+ );
+
+ vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.x));
+ vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.y));
+ vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.z));
+
+ vec4 nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.x));
+ vec4 nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.y));
+ vec4 nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.z));
+
+ // 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(ab0.a, ab1.a, ab2.a));
+ }
+
+ ALBEDO = v_tint * (
+ ab0.rgb * splat_weights.x
+ + ab1.rgb * splat_weights.y
+ + ab2.rgb * splat_weights.z
+ );
+
+ ROUGHNESS =
+ nr0.a * splat_weights.x
+ + nr1.a * splat_weights.y
+ + nr2.a * splat_weights.z;
+
+ vec3 normal0 = unpack_normal(nr0);
+ vec3 normal1 = unpack_normal(nr1);
+ vec3 normal2 = unpack_normal(nr2);
+
+ vec3 ground_normal =
+ normal0 * splat_weights.x
+ + normal1 * splat_weights.y
+ + normal2 * splat_weights.z;
+
+ // Combine terrain normals with detail normals (not sure if correct but looks ok)
+ normal = normalize(vec3(
+ terrain_normal_world.x + ground_normal.x,
+ terrain_normal_world.y,
+ terrain_normal_world.z + ground_normal.z));
+
+ normal = mix(normal, terrain_normal_world, globalmap_factor);
+
+ ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
+ //ALBEDO = vec3(splat_weight0, splat_weight1, splat_weight2);
+ ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
+ }
+
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}
diff --git a/game/addons/zylann.hterrain/shaders/array_global.gdshader b/game/addons/zylann.hterrain/shaders/array_global.gdshader
new file mode 100644
index 0000000..b72dc53
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/array_global.gdshader
@@ -0,0 +1,87 @@
+// 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
+ );
+}
diff --git a/game/addons/zylann.hterrain/shaders/detail.gdshader b/game/addons/zylann.hterrain/shaders/detail.gdshader
new file mode 100644
index 0000000..dbd1422
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/detail.gdshader
@@ -0,0 +1,107 @@
+shader_type spatial;
+render_mode cull_disabled;
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_detailmap;
+uniform sampler2D u_terrain_normalmap;
+uniform sampler2D u_terrain_globalmap : source_color;
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+uniform sampler2D u_albedo_alpha : source_color;
+uniform float u_view_distance = 100.0;
+uniform float u_globalmap_tint_bottom : hint_range(0.0, 1.0);
+uniform float u_globalmap_tint_top : hint_range(0.0, 1.0);
+uniform float u_bottom_ao : hint_range(0.0, 1.0);
+uniform vec2 u_ambient_wind; // x: amplitude, y: time
+uniform vec3 u_instance_scale = vec3(1.0, 1.0, 1.0);
+uniform float u_roughness = 0.9;
+
+varying vec3 v_normal;
+varying vec2 v_map_uv;
+
+float get_hash(vec2 c) {
+ return fract(sin(dot(c.xy, vec2(12.9898,78.233))) * 43758.5453);
+}
+
+vec3 unpack_normal(vec4 rgba) {
+ vec3 n = rgba.xzy * 2.0 - vec3(1.0);
+ n.z *= -1.0;
+ return n;
+}
+
+vec3 get_ambient_wind_displacement(vec2 uv, float hash) {
+ // TODO This is an initial basic implementation. It may be improved in the future, especially for strong wind.
+ float t = u_ambient_wind.y;
+ float amp = u_ambient_wind.x * (1.0 - uv.y);
+ // Main displacement
+ vec3 disp = amp * vec3(cos(t), 0, sin(t * 1.2));
+ // Fine displacement
+ float fine_disp_frequency = 2.0;
+ disp += 0.2 * amp * vec3(cos(t * (fine_disp_frequency + hash)), 0, sin(t * (fine_disp_frequency + hash) * 1.2));
+ return disp;
+}
+
+float get_height(sampler2D heightmap, vec2 uv) {
+ return sample_heightmap(heightmap, uv);
+}
+
+void vertex() {
+ vec4 obj_pos = MODEL_MATRIX * vec4(0, 1, 0, 1);
+ vec3 cell_coords = (u_terrain_inverse_transform * obj_pos).xyz;
+ // 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.xz += vec2(0.5);
+
+ vec2 map_uv = cell_coords.xz / vec2(textureSize(u_terrain_heightmap, 0));
+ v_map_uv = map_uv;
+
+ //float density = 0.5 + 0.5 * sin(4.0*TIME); // test
+ float density = texture(u_terrain_detailmap, map_uv).r;
+ float hash = get_hash(obj_pos.xz);
+
+ if (density > hash) {
+ vec3 normal = normalize(
+ u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, map_uv)));
+
+ // Snap model to the terrain
+ float height = get_height(u_terrain_heightmap, map_uv) / cell_coords.y;
+ VERTEX *= u_instance_scale;
+ VERTEX.y += height;
+
+ VERTEX += get_ambient_wind_displacement(UV, hash);
+
+ // Fade alpha with distance
+ vec3 wpos = (MODEL_MATRIX * vec4(VERTEX, 1)).xyz;
+ float dr = distance(wpos, CAMERA_POSITION_WORLD) / u_view_distance;
+ COLOR.a = clamp(1.0 - dr * dr * dr, 0.0, 1.0);
+
+ // When using billboards,
+ // the normal is the same as the terrain regardless of face orientation
+ v_normal = normal;
+
+ } else {
+ // Discard, output degenerate triangles
+ VERTEX = vec3(0, 0, 0);
+ }
+}
+
+void fragment() {
+ NORMAL = (VIEW_MATRIX * (MODEL_MATRIX * vec4(v_normal, 0.0))).xyz;
+ ALPHA_SCISSOR_THRESHOLD = 0.5;
+ ROUGHNESS = u_roughness;
+
+ vec4 col = texture(u_albedo_alpha, UV);
+ ALPHA = col.a * COLOR.a;// - clamp(1.4 - UV.y, 0.0, 1.0);//* 0.5 + 0.5*cos(2.0*TIME);
+
+ ALBEDO = COLOR.rgb * col.rgb;
+
+ // Blend with ground color
+ float nh = sqrt(max(1.0 - UV.y, 0.0));
+ ALBEDO = mix(ALBEDO, texture(u_terrain_globalmap, v_map_uv).rgb, mix(u_globalmap_tint_bottom, u_globalmap_tint_top, nh));
+
+ // Fake bottom AO
+ ALBEDO = ALBEDO * mix(1.0, 1.0 - u_bottom_ao, UV.y * UV.y);
+}
diff --git a/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc b/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc
new file mode 100644
index 0000000..c023e52
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc
@@ -0,0 +1,66 @@
+
+// Use functions from this file everywhere a heightmap is used,
+// so it is easy to track and change the format
+
+float sample_heightmap(sampler2D spl, vec2 pos) {
+ // RF
+ return texture(spl, pos).r;
+}
+
+vec4 encode_height_to_viewport(float h) {
+ //return vec4(encode_height_to_rgb8_unorm(h), 1.0);
+
+ // Encode regular floats into an assumed RGBA8 output color.
+ // This is used because Godot 4.0 doesn't support RF viewports,
+ // and the irony is, even if float viewports get supported, it's likely it will end up RGBAF,
+ // which is wasting bandwidth because we are only interested in R...
+ uint u = floatBitsToUint(h);
+ return vec4(
+ float((u >> 0u) & 255u),
+ float((u >> 8u) & 255u),
+ float((u >> 16u) & 255u),
+ float((u >> 24u) & 255u)
+ ) / vec4(255.0);
+}
+
+float decode_height_from_viewport(vec4 c) {
+ uint u = uint(c.r * 255.0)
+ | (uint(c.g * 255.0) << 8u)
+ | (uint(c.b * 255.0) << 16u)
+ | (uint(c.a * 255.0) << 24u);
+ return uintBitsToFloat(u);
+}
+
+float sample_height_from_viewport(sampler2D screen, vec2 uv) {
+ ivec2 ts = textureSize(screen, 0);
+ vec2 norm_to_px = vec2(ts);
+
+ // Convert to pixels and apply a small offset so we interpolate from pixel centers
+ vec2 uv_px_f = uv * norm_to_px - vec2(0.5);
+
+ ivec2 uv_px = ivec2(uv_px_f);
+
+ // Get interpolation pixel positions
+ ivec2 p00 = uv_px;
+ ivec2 p10 = uv_px + ivec2(1, 0);
+ ivec2 p01 = uv_px + ivec2(0, 1);
+ ivec2 p11 = uv_px + ivec2(1, 1);
+
+ // Get pixels
+ vec4 c00 = texelFetch(screen, p00, 0);
+ vec4 c10 = texelFetch(screen, p10, 0);
+ vec4 c01 = texelFetch(screen, p01, 0);
+ vec4 c11 = texelFetch(screen, p11, 0);
+
+ // Decode heights
+ float h00 = decode_height_from_viewport(c00);
+ float h10 = decode_height_from_viewport(c10);
+ float h01 = decode_height_from_viewport(c01);
+ float h11 = decode_height_from_viewport(c11);
+
+ // Linear filter
+ vec2 f = fract(uv_px_f);
+ float h = mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
+
+ return h;
+}
diff --git a/game/addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc b/game/addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc
new file mode 100644
index 0000000..bb30ebe
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc
@@ -0,0 +1,57 @@
+
+const float V2_UNIT_STEPS = 1024.0;
+const float V2_MIN = -8192.0;
+const float V2_MAX = 8191.0;
+const float V2_DF = 255.0 / V2_UNIT_STEPS;
+
+float decode_height_from_rgb8_unorm_2(vec3 c) {
+ return (c.r * 0.25 + c.g * 64.0 + c.b * 16384.0) * (4.0 * V2_DF) + V2_MIN;
+}
+
+vec3 encode_height_to_rgb8_unorm_2(float h) {
+ // TODO Check if this has float precision issues
+ // TODO Modulo operator might be a performance/compatibility issue
+ h -= V2_MIN;
+ int i = int(h * V2_UNIT_STEPS);
+ int r = i % 256;
+ int g = (i / 256) % 256;
+ int b = i / 65536;
+ return vec3(float(r), float(g), float(b)) / 255.0;
+}
+
+float decode_height_from_rgb8_unorm(vec3 c) {
+ return decode_height_from_rgb8_unorm_2(c);
+}
+
+vec3 encode_height_to_rgb8_unorm(float h) {
+ return encode_height_to_rgb8_unorm_2(h);
+}
+
+// TODO Remove for now?
+// Bilinear filtering appears to work well enough without doing this.
+// There are some artifacts, but we could easily live with them,
+// and I suspect they could be easy to patch somehow in the encoding/decoding.
+//
+// In case bilinear filtering is required.
+// This is slower than if we had a native float format.
+// Unfortunately, Godot 4 removed support for 2D HDR viewports. They were used
+// to edit this format natively. Using compute shaders would force users to
+// have Vulkan. So we had to downgrade performance a bit using a technique from the GLES2 era...
+float sample_height_bilinear_rgb8_unorm(sampler2D heightmap, vec2 uv) {
+ vec2 ts = vec2(textureSize(heightmap, 0));
+ vec2 p00f = uv * ts;
+ ivec2 p00 = ivec2(p00f);
+
+ vec3 s00 = texelFetch(heightmap, p00, 0).rgb;
+ vec3 s10 = texelFetch(heightmap, p00 + ivec2(1, 0), 0).rgb;
+ vec3 s01 = texelFetch(heightmap, p00 + ivec2(0, 1), 0).rgb;
+ vec3 s11 = texelFetch(heightmap, p00 + ivec2(1, 1), 0).rgb;
+
+ float h00 = decode_height_from_rgb8_unorm(s00);
+ float h10 = decode_height_from_rgb8_unorm(s10);
+ float h01 = decode_height_from_rgb8_unorm(s01);
+ float h11 = decode_height_from_rgb8_unorm(s11);
+
+ vec2 f = p00f - vec2(p00);
+ return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
+}
diff --git a/game/addons/zylann.hterrain/shaders/lookdev.gdshader b/game/addons/zylann.hterrain/shaders/lookdev.gdshader
new file mode 100644
index 0000000..fede393
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/lookdev.gdshader
@@ -0,0 +1,71 @@
+shader_type spatial;
+
+// Development shader used to debug or help authoring.
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_normalmap;
+uniform sampler2D u_terrain_colormap;
+uniform sampler2D u_map; // This map will control color
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+varying float v_hole;
+
+
+vec3 unpack_normal(vec4 rgba) {
+ // If we consider texture space starts from top-left corner and Y goes down,
+ // then Y+ in pixel space corresponds to Z+ in terrain space,
+ // while X+ also corresponds to X+ in terrain space.
+ 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;
+}
+
+void vertex() {
+ vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
+ vec2 cell_coords = (u_terrain_inverse_transform * 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_heightmap, 0));
+
+ // Height displacement
+ float h = sample_heightmap(u_terrain_heightmap, UV);
+ VERTEX.y = h;
+ wpos.y = h;
+
+ // 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)
+ vec4 tint = texture(u_terrain_colormap, UV);
+ v_hole = tint.a;
+
+ // 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_hole < 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);
+ vec3 normal = terrain_normal_world;
+
+ vec4 value = texture(u_map, UV);
+ // TODO Blend toward checker pattern to show the alpha channel
+
+ ALBEDO = value.rgb;
+ ROUGHNESS = 0.5;
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}
diff --git a/game/addons/zylann.hterrain/shaders/low_poly.gdshader b/game/addons/zylann.hterrain/shaders/low_poly.gdshader
new file mode 100644
index 0000000..6c98104
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/low_poly.gdshader
@@ -0,0 +1,63 @@
+shader_type spatial;
+
+// This is a very simple shader for a low-poly coloured visual, without textures
+
+#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 mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+varying flat vec4 v_tint;
+
+
+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;
+}
+
+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 (#183)
+ 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;
+
+ // 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);
+
+ // 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);
+
+ ALBEDO = v_tint.rgb;
+ ROUGHNESS = 1.0;
+ NORMAL = normalize(cross(dFdy(VERTEX), dFdx(VERTEX)));
+}
+
diff --git a/game/addons/zylann.hterrain/shaders/multisplat16.gdshader b/game/addons/zylann.hterrain/shaders/multisplat16.gdshader
new file mode 100644
index 0000000..6e08052
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/multisplat16.gdshader
@@ -0,0 +1,373 @@
+shader_type spatial;
+
+// WIP
+// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
+// Only the 4 textures having highest blending weight are sampled.
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_normalmap;
+// 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_splatmap;
+uniform sampler2D u_terrain_splatmap_1;
+uniform sampler2D u_terrain_splatmap_2;
+uniform sampler2D u_terrain_splatmap_3;
+uniform sampler2D u_terrain_globalmap : source_color;
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+uniform sampler2DArray u_ground_albedo_bump_array : source_color;
+uniform sampler2DArray u_ground_normal_roughness_array;
+
+uniform float u_ground_uv_scale = 20.0;
+uniform bool u_depth_blending = true;
+uniform float u_globalmap_blend_start;
+uniform float u_globalmap_blend_distance;
+uniform bool u_tile_reduction = false;
+
+varying float v_hole;
+varying vec3 v_tint;
+varying vec2 v_terrain_uv;
+varying vec3 v_ground_uv;
+varying float v_distance_to_camera;
+
+// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
+//const int TEXTURE_COUNT = 16;
+
+
+vec3 unpack_normal(vec4 rgba) {
+ // If we consider texture space starts from top-left corner and Y goes down,
+ // then Y+ in pixel space corresponds to Z+ in terrain space,
+ // while X+ also corresponds to X+ in terrain space.
+ 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;
+}
+
+vec4 pack_normal(vec3 n, float a) {
+ n.z *= -1.0;
+ return vec4((n.xzy + vec3(1.0)) * 0.5, a);
+}
+
+// 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;
+}
+
+void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
+ vec4 ew0 = texture(u_terrain_splatmap, uv);
+ vec4 ew1 = texture(u_terrain_splatmap_1, uv);
+ vec4 ew2 = texture(u_terrain_splatmap_2, uv);
+ vec4 ew3 = texture(u_terrain_splatmap_3, uv);
+
+ float weights[16] = {
+ ew0.r, ew0.g, ew0.b, ew0.a,
+ ew1.r, ew1.g, ew1.b, ew1.a,
+ ew2.r, ew2.g, ew2.b, ew2.a,
+ ew3.r, ew3.g, ew3.b, ew3.a
+ };
+
+// float weights_sum = 0.0;
+// for (int i = 0; i < 16; ++i) {
+// weights_sum += weights[i];
+// }
+// for (int i = 0; i < 16; ++i) {
+// weights_sum /= weights_sum;
+// }
+// weights_sum=1.1;
+
+ // Now we have to pick the 4 highest weights and use them to blend textures.
+
+ // Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
+ // TODO We should not need to initialize, but apparently we don't always find 4 weights
+ int high_indices_array[4] = {0, 0, 0, 0};
+ float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
+ int count = 0;
+ // We know weights are supposed to be normalized.
+ // That means the highest value of the pivot above which we can find 4 results
+ // is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
+ // which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
+ // 4 results, and finding 5 results remains almost impossible.
+ float pivot = /*weights_sum*/1.0 / 5.0;
+
+ for (int i = 0; i < 16; ++i) {
+ if (weights[i] > pivot) {
+ high_weights_array[count] = weights[i];
+ high_indices_array[count] = i;
+ weights[i] = 0.0;
+ ++count;
+ }
+ }
+
+ while (count < 4 && pivot > 0.0) {
+ float max_weight = 0.0;
+ int max_index = 0;
+
+ for (int i = 0; i < 16; ++i) {
+ if (/*weights[i] <= pivot && */weights[i] > max_weight) {
+ max_weight = weights[i];
+ max_index = i;
+ weights[i] = 0.0;
+ }
+ }
+
+ high_indices_array[count] = max_index;
+ high_weights_array[count] = max_weight;
+ ++count;
+ pivot = max_weight;
+ }
+
+ out_high_weights = vec4(
+ high_weights_array[0], high_weights_array[1],
+ high_weights_array[2], high_weights_array[3]);
+
+ out_high_indices = vec4(
+ float(high_indices_array[0]), float(high_indices_array[1]),
+ float(high_indices_array[2]), float(high_indices_array[3]));
+
+ out_high_weights /=
+ out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
+}
+
+vec4 depth_blend2(vec4 a_value, float a_bump, vec4 b_value, float b_bump, float t) {
+ // https://www.gamasutra.com
+ // /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
+ float d = 0.1;
+ float ma = max(a_bump + (1.0 - t), b_bump + t) - d;
+ float ba = max(a_bump + (1.0 - t) - ma, 0.0);
+ float bb = max(b_bump + t - ma, 0.0);
+ return (a_value * ba + b_value * bb) / (ba + bb);
+}
+
+vec2 rotate(vec2 v, float cosa, float sina) {
+ return vec2(cosa * v.x - sina * v.y, sina * v.x + cosa * v.y);
+}
+
+vec4 texture_array_antitile(sampler2DArray albedo_tex, sampler2DArray normal_tex, vec3 uv,
+ out vec4 out_normal) {
+
+ 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);
+ vec3 uv2 = vec3(rotate(uv.xy, cosa, sina) * scale, uv.z);
+
+ vec4 col0 = texture(albedo_tex, uv);
+ vec4 col1 = texture(albedo_tex, uv2);
+ vec4 nrm0 = texture(normal_tex, uv);
+ vec4 nrm1 = texture(normal_tex, uv2);
+ //col0 = vec4(0.0, 0.5, 0.5, 1.0); // Highlights variations
+
+ // Normals have to be rotated too since we are rotating the texture...
+ // TODO Probably not the most efficient but understandable for now
+ vec3 n = unpack_normal(nrm1);
+ // Had to negate the Y axis for some reason. I never remember the myriad of conventions around
+ n.xz = rotate(n.xz, cosa, -sina);
+ nrm1 = pack_normal(n, nrm1.a);
+
+ // Periodically alternate between the two versions using a warped checker pattern
+ float t = 1.1 + 0.5
+ * sin(uv2.x * frequency + sin(uv.x) * 2.0)
+ * cos(uv2.y * frequency + sin(uv.y) * 2.0); // Result in [0..2]
+ t = smoothstep(sharpness, 2.0 - sharpness, t);
+
+ // Using depth blend because classic alpha blending smoothes out details.
+ out_normal = depth_blend2(nrm0, col0.a, nrm1, col1.a, t);
+ return depth_blend2(col0, col0.a, col1, col1.a, t);
+}
+
+void vertex() {
+ vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
+ vec2 cell_coords = (u_terrain_inverse_transform * 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_heightmap, 0));
+
+ // Height displacement
+ float h = sample_heightmap(u_terrain_heightmap, UV);
+ VERTEX.y = h;
+ wpos.y = h;
+
+ vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
+ v_ground_uv = base_ground_uv / u_ground_uv_scale;
+
+ // Putting this in vertex saves a fetch 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 it, but it's not bad overall)
+ vec4 tint = texture(u_terrain_colormap, UV);
+ v_hole = tint.a;
+ v_tint = tint.rgb;
+
+ // Need to use u_terrain_normal_basis to handle scaling.
+ NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
+
+ v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
+}
+
+void fragment() {
+ if (v_hole < 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);
+ vec3 normal = terrain_normal_world;
+
+ float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
+ * u_globalmap_blend_distance, 0.0, 1.0);
+ globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
+ vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
+ ALBEDO = global_albedo;
+
+ // Doing this branch allows to spare a bunch of texture fetches for distant pixels.
+ // Eventually, there could be a split between near and far shaders in the future,
+ // if relevant on high-end GPUs
+ if (globalmap_factor < 1.0) {
+ vec4 high_indices;
+ vec4 high_weights;
+ get_splat_weights(UV, high_indices, high_weights);
+
+ vec4 ab0, ab1, ab2, ab3;
+ vec4 nr0, nr1, nr2, nr3;
+
+ if (u_tile_reduction) {
+ ab0 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.x), nr0);
+ ab1 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.y), nr1);
+ ab2 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.z), nr2);
+ ab3 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.w), nr3);
+
+ } else {
+ ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
+ ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
+ ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
+ ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
+
+ nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.x));
+ nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.y));
+ nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.z));
+ nr3 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.w));
+ }
+
+ vec3 col0 = ab0.rgb * v_tint;
+ vec3 col1 = ab1.rgb * v_tint;
+ vec3 col2 = ab2.rgb * v_tint;
+ vec3 col3 = ab3.rgb * v_tint;
+
+ vec4 rough = vec4(nr0.a, nr1.a, nr2.a, nr3.a);
+
+ vec3 normal0 = unpack_normal(nr0);
+ vec3 normal1 = unpack_normal(nr1);
+ vec3 normal2 = unpack_normal(nr2);
+ vec3 normal3 = unpack_normal(nr3);
+
+ 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(high_weights, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
+ } else {
+ w = high_weights;
+ }
+
+ float w_sum = (w.r + w.g + w.b + w.a);
+
+ ALBEDO = (
+ w.r * col0.rgb +
+ w.g * col1.rgb +
+ w.b * col2.rgb +
+ w.a * col3.rgb) / w_sum;
+
+ ROUGHNESS = (
+ w.r * rough.r +
+ w.g * rough.g +
+ w.b * rough.b +
+ w.a * rough.a) / w_sum;
+
+ vec3 ground_normal = /*u_terrain_normal_basis **/ (
+ w.r * normal0 +
+ w.g * normal1 +
+ w.b * normal2 +
+ w.a * normal3) / w_sum;
+ // If no splat textures are defined, normal vectors will default to (1,1,1),
+ // which is incorrect, and causes the terrain to be shaded wrongly in some directions.
+ // However, this should not be a problem to fix in the shader,
+ // because there MUST be at least one splat texture set.
+ //ground_normal = normalize(ground_normal);
+ // TODO Make the plugin insert a default normalmap if it's empty
+
+ // Combine terrain normals with detail normals (not sure if correct but looks ok)
+ normal = normalize(vec3(
+ terrain_normal_world.x + ground_normal.x,
+ terrain_normal_world.y,
+ terrain_normal_world.z + ground_normal.z));
+
+ normal = mix(normal, terrain_normal_world, globalmap_factor);
+
+ ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
+ ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
+
+// if(count < 3) {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+ // Show splatmap weights
+ //ALBEDO = w.rgb;
+ }
+ // Highlight all pixels undergoing no splatmap at all
+// else {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}
diff --git a/game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader b/game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader
new file mode 100644
index 0000000..dbe60c5
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader
@@ -0,0 +1,173 @@
+shader_type spatial;
+
+// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
+// Only the 4 textures having highest blending weight are sampled.
+
+// 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_splatmap;
+uniform sampler2D u_terrain_splatmap_1;
+uniform sampler2D u_terrain_splatmap_2;
+uniform sampler2D u_terrain_splatmap_3;
+
+uniform sampler2DArray u_ground_albedo_bump_array : source_color;
+
+uniform float u_ground_uv_scale = 20.0;
+uniform bool u_depth_blending = true;
+
+// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
+//const int TEXTURE_COUNT = 16;
+
+
+// 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);
+}
+
+void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
+ vec4 ew0 = texture(u_terrain_splatmap, uv);
+ vec4 ew1 = texture(u_terrain_splatmap_1, uv);
+ vec4 ew2 = texture(u_terrain_splatmap_2, uv);
+ vec4 ew3 = texture(u_terrain_splatmap_3, uv);
+
+ float weights[16] = {
+ ew0.r, ew0.g, ew0.b, ew0.a,
+ ew1.r, ew1.g, ew1.b, ew1.a,
+ ew2.r, ew2.g, ew2.b, ew2.a,
+ ew3.r, ew3.g, ew3.b, ew3.a
+ };
+
+// float weights_sum = 0.0;
+// for (int i = 0; i < 16; ++i) {
+// weights_sum += weights[i];
+// }
+// for (int i = 0; i < 16; ++i) {
+// weights_sum /= weights_sum;
+// }
+// weights_sum=1.1;
+
+ // Now we have to pick the 4 highest weights and use them to blend textures.
+
+ // Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
+ // TODO We should not need to initialize, but apparently we don't always find 4 weights
+ int high_indices_array[4] = {0, 0, 0, 0};
+ float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
+ int count = 0;
+ // We know weights are supposed to be normalized.
+ // That means the highest value of the pivot above which we can find 4 results
+ // is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
+ // which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
+ // 4 results, and finding 5 results remains almost impossible.
+ float pivot = /*weights_sum*/1.0 / 5.0;
+
+ for (int i = 0; i < 16; ++i) {
+ if (weights[i] > pivot) {
+ high_weights_array[count] = weights[i];
+ high_indices_array[count] = i;
+ weights[i] = 0.0;
+ ++count;
+ }
+ }
+
+ while (count < 4 && pivot > 0.0) {
+ float max_weight = 0.0;
+ int max_index = 0;
+
+ for (int i = 0; i < 16; ++i) {
+ if (/*weights[i] <= pivot && */weights[i] > max_weight) {
+ max_weight = weights[i];
+ max_index = i;
+ weights[i] = 0.0;
+ }
+ }
+
+ high_indices_array[count] = max_index;
+ high_weights_array[count] = max_weight;
+ ++count;
+ pivot = max_weight;
+ }
+
+ out_high_weights = vec4(
+ high_weights_array[0], high_weights_array[1],
+ high_weights_array[2], high_weights_array[3]);
+
+ out_high_indices = vec4(
+ float(high_indices_array[0]), float(high_indices_array[1]),
+ float(high_indices_array[2]), float(high_indices_array[3]));
+
+ out_high_weights /=
+ out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
+}
+
+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_splatmap, 0));
+}
+
+void fragment() {
+ // These were moved from vertex to fragment,
+ // so we can generate part of the global map with just one quad and we get full quality
+ vec3 tint = texture(u_terrain_colormap, UV).rgb;
+ vec4 splat = texture(u_terrain_splatmap, UV);
+
+ vec4 high_indices;
+ vec4 high_weights;
+ get_splat_weights(UV, high_indices, high_weights);
+
+ // 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, high_indices.x)).a;
+ float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.y)).a;
+ float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.z)).a;
+ float b3 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.w)).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, high_indices.x), 10.0).rgb;
+ vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.y), 10.0).rgb;
+ vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.z), 10.0).rgb;
+ vec3 a3 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.w), 10.0).rgb;
+
+ vec3 col0 = a0 * tint;
+ vec3 col1 = a1 * tint;
+ vec3 col2 = a2 * tint;
+ vec3 col3 = a3 * tint;
+
+ 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(high_weights, vec4(b0, b1, b2, b3));
+ } else {
+ w = high_weights;
+ }
+
+ float w_sum = (w.r + w.g + w.b + w.a);
+
+ ALBEDO = (
+ w.r * col0.rgb +
+ w.g * col1.rgb +
+ w.b * col2.rgb +
+ w.a * col3.rgb) / w_sum;
+}
diff --git a/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader b/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader
new file mode 100644
index 0000000..b667496
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader
@@ -0,0 +1,254 @@
+shader_type spatial;
+
+// WIP
+// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
+// Only the 4 textures having highest blending weight are sampled.
+
+#include "include/heightmap.gdshaderinc"
+
+uniform sampler2D u_terrain_heightmap;
+uniform sampler2D u_terrain_normalmap;
+// 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_splatmap;
+uniform sampler2D u_terrain_splatmap_1;
+uniform sampler2D u_terrain_splatmap_2;
+uniform sampler2D u_terrain_splatmap_3;
+uniform sampler2D u_terrain_globalmap : source_color;
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+uniform sampler2DArray u_ground_albedo_bump_array : source_color;
+
+uniform float u_ground_uv_scale = 20.0;
+uniform bool u_depth_blending = true;
+uniform float u_globalmap_blend_start;
+uniform float u_globalmap_blend_distance;
+
+varying float v_hole;
+varying vec3 v_tint;
+varying vec2 v_terrain_uv;
+varying vec3 v_ground_uv;
+varying float v_distance_to_camera;
+
+// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
+//const int TEXTURE_COUNT = 16;
+
+
+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;
+}
+
+void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
+ vec4 ew0 = texture(u_terrain_splatmap, uv);
+ vec4 ew1 = texture(u_terrain_splatmap_1, uv);
+ vec4 ew2 = texture(u_terrain_splatmap_2, uv);
+ vec4 ew3 = texture(u_terrain_splatmap_3, uv);
+
+ float weights[16] = {
+ ew0.r, ew0.g, ew0.b, ew0.a,
+ ew1.r, ew1.g, ew1.b, ew1.a,
+ ew2.r, ew2.g, ew2.b, ew2.a,
+ ew3.r, ew3.g, ew3.b, ew3.a
+ };
+
+// float weights_sum = 0.0;
+// for (int i = 0; i < 16; ++i) {
+// weights_sum += weights[i];
+// }
+// for (int i = 0; i < 16; ++i) {
+// weights_sum /= weights_sum;
+// }
+// weights_sum=1.1;
+
+ // Now we have to pick the 4 highest weights and use them to blend textures.
+
+ // Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
+ // TODO We should not need to initialize, but apparently we don't always find 4 weights
+ int high_indices_array[4] = {0, 0, 0, 0};
+ float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
+ int count = 0;
+ // We know weights are supposed to be normalized.
+ // That means the highest value of the pivot above which we can find 4 results
+ // is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
+ // which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
+ // 4 results, and finding 5 results remains almost impossible.
+ float pivot = /*weights_sum*/1.0 / 5.0;
+
+ for (int i = 0; i < 16; ++i) {
+ if (weights[i] > pivot) {
+ high_weights_array[count] = weights[i];
+ high_indices_array[count] = i;
+ weights[i] = 0.0;
+ ++count;
+ }
+ }
+
+ while (count < 4 && pivot > 0.0) {
+ float max_weight = 0.0;
+ int max_index = 0;
+
+ for (int i = 0; i < 16; ++i) {
+ if (/*weights[i] <= pivot && */weights[i] > max_weight) {
+ max_weight = weights[i];
+ max_index = i;
+ weights[i] = 0.0;
+ }
+ }
+
+ high_indices_array[count] = max_index;
+ high_weights_array[count] = max_weight;
+ ++count;
+ pivot = max_weight;
+ }
+
+ out_high_weights = vec4(
+ high_weights_array[0], high_weights_array[1],
+ high_weights_array[2], high_weights_array[3]);
+
+ out_high_indices = vec4(
+ float(high_indices_array[0]), float(high_indices_array[1]),
+ float(high_indices_array[2]), float(high_indices_array[3]));
+
+ out_high_weights /=
+ out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
+}
+
+void vertex() {
+ vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
+ vec2 cell_coords = (u_terrain_inverse_transform * 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_heightmap, 0));
+
+ // Height displacement
+ float h = sample_heightmap(u_terrain_heightmap, UV);
+ VERTEX.y = h;
+ wpos.y = h;
+
+ vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
+ v_ground_uv = base_ground_uv / u_ground_uv_scale;
+
+ // Putting this in vertex saves a fetch 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 it, but it's not bad overall)
+ vec4 tint = texture(u_terrain_colormap, UV);
+ v_hole = tint.a;
+ v_tint = tint.rgb;
+
+ // Need to use u_terrain_normal_basis to handle scaling.
+ NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
+
+ v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
+}
+
+void fragment() {
+ if (v_hole < 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);
+
+ float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
+ * u_globalmap_blend_distance, 0.0, 1.0);
+ globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
+ vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
+ ALBEDO = global_albedo;
+
+ // Doing this branch allows to spare a bunch of texture fetches for distant pixels.
+ // Eventually, there could be a split between near and far shaders in the future,
+ // if relevant on high-end GPUs
+ if (globalmap_factor < 1.0) {
+ vec4 high_indices;
+ vec4 high_weights;
+ get_splat_weights(UV, high_indices, high_weights);
+
+ vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
+ vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
+ vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
+ vec4 ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
+
+ vec3 col0 = ab0.rgb * v_tint;
+ vec3 col1 = ab1.rgb * v_tint;
+ vec3 col2 = ab2.rgb * v_tint;
+ vec3 col3 = ab3.rgb * v_tint;
+
+ 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(high_weights, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
+ } else {
+ w = high_weights;
+ }
+
+ float w_sum = (w.r + w.g + w.b + w.a);
+
+ ALBEDO = (
+ w.r * col0.rgb +
+ w.g * col1.rgb +
+ w.b * col2.rgb +
+ w.a * col3.rgb) / w_sum;
+
+ ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
+ ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
+
+// if(count < 3) {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+ // Show splatmap weights
+ //ALBEDO = w.rgb;
+ }
+ // Highlight all pixels undergoing no splatmap at all
+// else {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+
+ NORMAL = (VIEW_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz;
+}
diff --git a/game/addons/zylann.hterrain/shaders/simple4.gdshader b/game/addons/zylann.hterrain/shaders/simple4.gdshader
new file mode 100644
index 0000000..6c28b77
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/simple4.gdshader
@@ -0,0 +1,329 @@
+shader_type spatial;
+
+// This is the reference shader of the plugin, and has the most features.
+// it should be preferred for high-end graphics cards.
+// For less features but lower-end targets, see the lite version.
+
+#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;
+uniform sampler2D u_terrain_splatmap;
+uniform sampler2D u_terrain_globalmap : source_color;
+uniform mat4 u_terrain_inverse_transform;
+uniform mat3 u_terrain_normal_basis;
+
+// the reason bump is preferred with albedo is, roughness looks better with normal maps.
+// If we want no normal mapping, roughness would only give flat mirror surfaces,
+// while bump still allows to do depth-blending for free.
+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 sampler2D u_ground_normal_roughness_0;
+uniform sampler2D u_ground_normal_roughness_1;
+uniform sampler2D u_ground_normal_roughness_2;
+uniform sampler2D u_ground_normal_roughness_3;
+
+// Had to give this uniform a suffix, because it's declared as a simple float
+// in other shaders, and its type cannot be inferred by the plugin.
+// See https://github.com/godotengine/godot/issues/24488
+uniform vec4 u_ground_uv_scale_per_texture = vec4(20.0, 20.0, 20.0, 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);
+
+uniform float u_globalmap_blend_start;
+uniform float u_globalmap_blend_distance;
+
+uniform vec4 u_colormap_opacity_per_texture = vec4(1.0, 1.0, 1.0, 1.0);
+
+varying float v_hole;
+varying vec3 v_tint0;
+varying vec3 v_tint1;
+varying vec3 v_tint2;
+varying vec3 v_tint3;
+varying vec4 v_splat;
+varying vec2 v_ground_uv0;
+varying vec2 v_ground_uv1;
+varying vec2 v_ground_uv2;
+varying vec3 v_ground_uv3;
+varying float v_distance_to_camera;
+
+
+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;
+}
+
+vec4 pack_normal(vec3 n, float a) {
+ n.z *= -1.0;
+ return vec4((n.xzy + vec3(1.0)) * 0.5, a);
+}
+
+// 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_value, float a_bump, vec4 b_value, float b_bump, float t) {
+ // https://www.gamasutra.com
+ // /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
+ float d = 0.1;
+ float ma = max(a_bump + (1.0 - t), b_bump + t) - d;
+ float ba = max(a_bump + (1.0 - t) - ma, 0.0);
+ float bb = max(b_bump + t - ma, 0.0);
+ return (a_value * ba + b_value * bb) / (ba + bb);
+}
+
+vec2 rotate(vec2 v, float cosa, float sina) {
+ return vec2(cosa * v.x - sina * v.y, sina * v.x + cosa * v.y);
+}
+
+vec4 texture_antitile(sampler2D albedo_tex, sampler2D normal_tex, vec2 uv, out vec4 out_normal) {
+ 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 = rotate(uv, cosa, sina) * scale;
+
+ vec4 col0 = texture(albedo_tex, uv);
+ vec4 col1 = texture(albedo_tex, uv2);
+ vec4 nrm0 = texture(normal_tex, uv);
+ vec4 nrm1 = texture(normal_tex, uv2);
+ //col0 = vec4(0.0, 0.5, 0.5, 1.0); // Highlights variations
+
+ // Normals have to be rotated too since we are rotating the texture...
+ // TODO Probably not the most efficient but understandable for now
+ vec3 n = unpack_normal(nrm1);
+ // Had to negate the Y axis for some reason. I never remember the myriad of conventions around
+ n.xz = rotate(n.xz, cosa, -sina);
+ nrm1 = pack_normal(n, nrm1.a);
+
+ // Periodically alternate between the two versions using a warped checker pattern
+ float t = 1.2 +
+ sin(uv2.x * frequency + sin(uv.x) * 2.0)
+ * cos(uv2.y * frequency + sin(uv.y) * 2.0); // Result in [0..2]
+ t = smoothstep(sharpness, 2.0 - sharpness, t);
+
+ // Using depth blend because classic alpha blending smoothes out details.
+ out_normal = depth_blend2(nrm0, col0.a, nrm1, col1.a, t);
+ return depth_blend2(col0, col0.a, col1, col1.a, t);
+}
+
+void vertex() {
+ vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
+ vec2 cell_coords = (u_terrain_inverse_transform * 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_heightmap, 0));
+
+ // Height displacement
+ float h = sample_heightmap(u_terrain_heightmap, UV);
+ VERTEX.y = h;
+ wpos.y = h;
+
+ vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
+ v_ground_uv0 = base_ground_uv.xz / u_ground_uv_scale_per_texture.x;
+ v_ground_uv1 = base_ground_uv.xz / u_ground_uv_scale_per_texture.y;
+ v_ground_uv2 = base_ground_uv.xz / u_ground_uv_scale_per_texture.z;
+ v_ground_uv3 = base_ground_uv / u_ground_uv_scale_per_texture.w;
+
+ // 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)
+ vec4 tint = texture(u_terrain_colormap, UV);
+ v_hole = tint.a;
+ v_tint0 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.x);
+ v_tint1 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.y);
+ v_tint2 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.z);
+ v_tint3 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.w);
+ 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));
+
+ v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
+}
+
+void fragment() {
+ if (v_hole < 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);
+ vec3 normal = terrain_normal_world;
+
+ float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
+ * u_globalmap_blend_distance, 0.0, 1.0);
+ globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
+ vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
+ ALBEDO = global_albedo;
+
+ // Doing this branch allows to spare a bunch of texture fetches for distant pixels.
+ // Eventually, there could be a split between near and far shaders in the future,
+ // if relevant on high-end GPUs
+ if (globalmap_factor < 1.0) {
+ vec4 ab0, ab1, ab2, ab3;
+ vec4 nr0, nr1, nr2, nr3;
+
+ 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_uv3, blending);
+ nr3 = texture_triplanar(u_ground_normal_roughness_3, v_ground_uv3, blending);
+
+ } else {
+ if (u_tile_reduction[3] > 0.0) {
+ ab3 = texture_antitile(
+ u_ground_albedo_bump_3, u_ground_normal_roughness_3, v_ground_uv3.xz, nr3);
+ } else {
+ ab3 = texture(u_ground_albedo_bump_3, v_ground_uv3.xz);
+ nr3 = texture(u_ground_normal_roughness_3, v_ground_uv3.xz);
+ }
+ }
+
+ if (u_tile_reduction[0] > 0.0) {
+ ab0 = texture_antitile(
+ u_ground_albedo_bump_0, u_ground_normal_roughness_0, v_ground_uv0, nr0);
+ } else {
+ ab0 = texture(u_ground_albedo_bump_0, v_ground_uv0);
+ nr0 = texture(u_ground_normal_roughness_0, v_ground_uv0);
+ }
+ if (u_tile_reduction[1] > 0.0) {
+ ab1 = texture_antitile(
+ u_ground_albedo_bump_1, u_ground_normal_roughness_1, v_ground_uv1, nr1);
+ } else {
+ ab1 = texture(u_ground_albedo_bump_1, v_ground_uv1);
+ nr1 = texture(u_ground_normal_roughness_1, v_ground_uv1);
+ }
+ if (u_tile_reduction[2] > 0.0) {
+ ab2 = texture_antitile(
+ u_ground_albedo_bump_2, u_ground_normal_roughness_2, v_ground_uv2, nr2);
+ } else {
+ ab2 = texture(u_ground_albedo_bump_2, v_ground_uv2);
+ nr2 = texture(u_ground_normal_roughness_2, v_ground_uv2);
+ }
+
+ vec3 col0 = ab0.rgb * v_tint0;
+ vec3 col1 = ab1.rgb * v_tint1;
+ vec3 col2 = ab2.rgb * v_tint2;
+ vec3 col3 = ab3.rgb * v_tint3;
+
+ vec4 rough = vec4(nr0.a, nr1.a, nr2.a, nr3.a);
+
+ vec3 normal0 = unpack_normal(nr0);
+ vec3 normal1 = unpack_normal(nr1);
+ vec3 normal2 = unpack_normal(nr2);
+ vec3 normal3 = unpack_normal(nr3);
+
+ 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 = (
+ w.r * col0.rgb +
+ w.g * col1.rgb +
+ w.b * col2.rgb +
+ w.a * col3.rgb) / w_sum;
+
+ ROUGHNESS = (
+ w.r * rough.r +
+ w.g * rough.g +
+ w.b * rough.b +
+ w.a * rough.a) / w_sum;
+
+ vec3 ground_normal = /*u_terrain_normal_basis **/ (
+ w.r * normal0 +
+ w.g * normal1 +
+ w.b * normal2 +
+ w.a * normal3) / w_sum;
+ // If no splat textures are defined, normal vectors will default to (1,1,1),
+ // which is incorrect, and causes the terrain to be shaded wrongly in some directions.
+ // However, this should not be a problem to fix in the shader,
+ // because there MUST be at least one splat texture set.
+ //ground_normal = normalize(ground_normal);
+ // TODO Make the plugin insert a default normalmap if it's empty
+
+ // Combine terrain normals with detail normals (not sure if correct but looks ok)
+ normal = normalize(vec3(
+ terrain_normal_world.x + ground_normal.x,
+ terrain_normal_world.y,
+ terrain_normal_world.z + ground_normal.z));
+
+ normal = mix(normal, terrain_normal_world, globalmap_factor);
+
+ ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
+ ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
+
+ // Show splatmap weights
+ //ALBEDO = w.rgb;
+ }
+ // Highlight all pixels undergoing no splatmap at all
+// else {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}
diff --git a/game/addons/zylann.hterrain/shaders/simple4_global.gdshader b/game/addons/zylann.hterrain/shaders/simple4_global.gdshader
new file mode 100644
index 0000000..f504c48
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/simple4_global.gdshader
@@ -0,0 +1,83 @@
+shader_type spatial;
+
+// 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.
+
+// 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 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;
+
+// Keep depth blending because it has a high effect on the final result
+uniform bool u_depth_blending = true;
+uniform float u_ground_uv_scale = 20.0;
+
+
+vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) {
+ float dh = 0.2;
+
+ vec4 h = bumps + 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);
+}
+
+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_splatmap, 0)));
+}
+
+void fragment() {
+ // These were moved from vertex to fragment,
+ // so we can generate part of the global map with just one quad and we get full quality
+ vec4 tint = texture(u_terrain_colormap, UV);
+ vec4 splat = texture(u_terrain_splatmap, UV);
+
+ // 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_0, ground_uv).a;
+ float b1 = texture(u_ground_albedo_bump_1, ground_uv).a;
+ float b2 = texture(u_ground_albedo_bump_2, ground_uv).a;
+ float b3 = texture(u_ground_albedo_bump_3, ground_uv).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 col0 = textureLod(u_ground_albedo_bump_0, ndc_center, 10.0).rgb;
+ vec3 col1 = textureLod(u_ground_albedo_bump_1, ndc_center, 10.0).rgb;
+ vec3 col2 = textureLod(u_ground_albedo_bump_2, ndc_center, 10.0).rgb;
+ vec3 col3 = textureLod(u_ground_albedo_bump_3, ndc_center, 10.0).rgb;
+
+ vec4 w;
+ if (u_depth_blending) {
+ w = get_depth_blended_weights(splat, vec4(b0, b1, b2, b3));
+ } else {
+ w = splat.rgba;
+ }
+
+ float w_sum = (w.r + w.g + w.b + w.a);
+
+ ALBEDO = tint.rgb * (
+ w.r * col0 +
+ w.g * col1 +
+ w.b * col2 +
+ w.a * col3) / w_sum;
+}
+
diff --git a/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader b/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader
new file mode 100644
index 0000000..dcd660c
--- /dev/null
+++ b/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader
@@ -0,0 +1,211 @@
+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;
+}
+