170 lines
5.8 KiB
Text
170 lines
5.8 KiB
Text
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shader_type spatial;
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uniform sampler2D u_terrain_heightmap;
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uniform sampler2D u_terrain_normalmap;
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// I had to remove `hint_albedo` from colormap because it makes sRGB conversion kick in,
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// which snowballs to black when doing GPU painting on that texture...
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uniform sampler2D u_terrain_colormap;
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uniform sampler2D u_terrain_splat_index_map;
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uniform sampler2D u_terrain_splat_weight_map;
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uniform sampler2D u_terrain_globalmap : hint_albedo;
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uniform mat4 u_terrain_inverse_transform;
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uniform mat3 u_terrain_normal_basis;
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uniform sampler2DArray u_ground_albedo_bump_array : hint_albedo;
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uniform sampler2DArray u_ground_normal_roughness_array;
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// TODO Have UV scales for each texture in an array?
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uniform float u_ground_uv_scale;
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uniform float u_globalmap_blend_start;
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uniform float u_globalmap_blend_distance;
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uniform bool u_depth_blending = true;
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varying float v_hole;
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varying vec3 v_tint;
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varying vec2 v_ground_uv;
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varying float v_distance_to_camera;
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vec3 unpack_normal(vec4 rgba) {
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vec3 n = rgba.xzy * 2.0 - vec3(1.0);
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// Had to negate Z because it comes from Y in the normal map,
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// and OpenGL-style normal maps are Y-up.
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n.z *= -1.0;
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return n;
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}
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vec3 get_depth_blended_weights(vec3 splat, vec3 bumps) {
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float dh = 0.2;
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vec3 h = bumps + splat;
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// TODO Keep improving multilayer blending, there are still some edge cases...
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// Mitigation: nullify layers with near-zero splat
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h *= smoothstep(0, 0.05, splat);
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vec3 d = h + dh;
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d.r -= max(h.g, h.b);
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d.g -= max(h.r, h.b);
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d.b -= max(h.g, h.r);
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vec3 w = clamp(d, 0, 1);
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// Had to normalize, since this approach does not preserve components summing to 1
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return w / (w.x + w.y + w.z);
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}
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void vertex() {
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vec4 wpos = WORLD_MATRIX * vec4(VERTEX, 1);
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vec2 cell_coords = (u_terrain_inverse_transform * wpos).xz;
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// Must add a half-offset so that we sample the center of pixels,
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// otherwise bilinear filtering of the textures will give us mixed results (#183)
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cell_coords += vec2(0.5);
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// Normalized UV
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UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
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// Height displacement
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float h = texture(u_terrain_heightmap, UV).r;
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VERTEX.y = h;
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wpos.y = h;
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vec3 base_ground_uv = vec3(cell_coords.x, h * WORLD_MATRIX[1][1], cell_coords.y);
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v_ground_uv = base_ground_uv.xz / u_ground_uv_scale;
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// Putting this in vertex saves 2 fetches from the fragment shader,
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// which is good for performance at a negligible quality cost,
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// provided that geometry is a regular grid that decimates with LOD.
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// (downside is LOD will also decimate tint and splat, but it's not bad overall)
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vec4 tint = texture(u_terrain_colormap, UV);
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v_hole = tint.a;
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v_tint = tint.rgb;
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// Need to use u_terrain_normal_basis to handle scaling.
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// For some reason I also had to invert Z when sampling terrain normals... not sure why
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NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
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v_distance_to_camera = distance(wpos.xyz, CAMERA_MATRIX[3].xyz);
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}
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void fragment() {
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if (v_hole < 0.5) {
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// TODO Add option to use vertex discarding instead, using NaNs
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discard;
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}
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vec3 terrain_normal_world =
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u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
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terrain_normal_world = normalize(terrain_normal_world);
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vec3 normal = terrain_normal_world;
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float globalmap_factor =
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clamp((v_distance_to_camera - u_globalmap_blend_start) * u_globalmap_blend_distance, 0.0, 1.0);
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globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
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vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
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ALBEDO = global_albedo;
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// Doing this branch allows to spare a bunch of texture fetches for distant pixels.
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// Eventually, there could be a split between near and far shaders in the future,
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// if relevant on high-end GPUs
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if (globalmap_factor < 1.0) {
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vec4 tex_splat_indexes = texture(u_terrain_splat_index_map, UV);
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vec4 tex_splat_weights = texture(u_terrain_splat_weight_map, UV);
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// TODO Can't use texelFetch!
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// https://github.com/godotengine/godot/issues/31732
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vec3 splat_indexes = tex_splat_indexes.rgb * 255.0;
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vec3 splat_weights = vec3(
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tex_splat_weights.r,
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tex_splat_weights.g,
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1.0 - tex_splat_weights.r - tex_splat_weights.g
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);
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vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.x));
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vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.y));
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vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.z));
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vec4 nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.x));
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vec4 nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.y));
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vec4 nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.z));
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// TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
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if (u_depth_blending) {
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splat_weights = get_depth_blended_weights(splat_weights, vec3(ab0.a, ab1.a, ab2.a));
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}
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ALBEDO = v_tint * (
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ab0.rgb * splat_weights.x
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+ ab1.rgb * splat_weights.y
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+ ab2.rgb * splat_weights.z
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);
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ROUGHNESS =
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nr0.a * splat_weights.x
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+ nr1.a * splat_weights.y
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+ nr2.a * splat_weights.z;
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vec3 normal0 = unpack_normal(nr0);
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vec3 normal1 = unpack_normal(nr1);
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vec3 normal2 = unpack_normal(nr2);
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vec3 ground_normal =
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normal0 * splat_weights.x
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+ normal1 * splat_weights.y
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+ normal2 * splat_weights.z;
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// Combine terrain normals with detail normals (not sure if correct but looks ok)
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normal = normalize(vec3(
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terrain_normal_world.x + ground_normal.x,
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terrain_normal_world.y,
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terrain_normal_world.z + ground_normal.z));
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normal = mix(normal, terrain_normal_world, globalmap_factor);
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ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
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//ALBEDO = vec3(splat_weight0, splat_weight1, splat_weight2);
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ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
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}
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NORMAL = (INV_CAMERA_MATRIX * (vec4(normal, 0.0))).xyz;
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}
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