83 lines
2.7 KiB
GLSL
83 lines
2.7 KiB
GLSL
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 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 : hint_albedo;
|
|
uniform sampler2D u_ground_albedo_bump_1 : hint_albedo;
|
|
uniform sampler2D u_ground_albedo_bump_2 : hint_albedo;
|
|
uniform sampler2D u_ground_albedo_bump_3 : hint_albedo;
|
|
|
|
// 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 = WORLD_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;
|
|
}
|
|
|