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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;
}
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