87 lines
3.1 KiB
GLSL
87 lines
3.1 KiB
GLSL
// This shader is used to bake the global albedo map.
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// It exposes a subset of the main shader API, so uniform names were not modified.
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shader_type spatial;
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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 sampler2DArray u_ground_albedo_bump_array : hint_albedo;
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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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// Keep depth blending because it has a high effect on the final result
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uniform bool u_depth_blending = true;
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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 = 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_splat_index_map, 0)));
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}
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void fragment() {
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vec4 tint = texture(u_terrain_colormap, UV);
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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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// Get bump at normal resolution so depth blending is accurate
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vec2 ground_uv = UV / u_ground_uv_scale;
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float b0 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.x)).a;
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float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.y)).a;
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float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.z)).a;
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// Take the center of the highest mip as color, because we can't see details from far away.
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vec2 ndc_center = vec2(0.5, 0.5);
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vec3 a0 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.x), 10.0).rgb;
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vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.y), 10.0).rgb;
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vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.z), 10.0).rgb;
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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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// 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(b0, b1, b2));
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}
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ALBEDO = tint.rgb * (
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a0 * splat_weights.x
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+ a1 * splat_weights.y
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+ a2 * splat_weights.z
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);
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}
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