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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;
}