253 lines
8.2 KiB
GLSL
253 lines
8.2 KiB
GLSL
shader_type spatial;
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// WIP
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// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
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// Only the 4 textures having highest blending weight are sampled.
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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_splatmap;
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uniform sampler2D u_terrain_splatmap_1;
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uniform sampler2D u_terrain_splatmap_2;
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uniform sampler2D u_terrain_splatmap_3;
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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 float u_ground_uv_scale = 20.0;
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uniform bool u_depth_blending = true;
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uniform float u_globalmap_blend_start;
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uniform float u_globalmap_blend_distance;
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varying float v_hole;
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varying vec3 v_tint;
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varying vec2 v_terrain_uv;
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varying vec3 v_ground_uv;
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varying float v_distance_to_camera;
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// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
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//const int TEXTURE_COUNT = 16;
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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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// Blends weights according to the bump of detail textures,
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// so for example it allows to have sand fill the gaps between pebbles
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vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) {
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float dh = 0.2;
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vec4 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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vec4 d = h + dh;
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d.r -= max(h.g, max(h.b, h.a));
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d.g -= max(h.r, max(h.b, h.a));
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d.b -= max(h.g, max(h.r, h.a));
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d.a -= max(h.g, max(h.b, h.r));
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return clamp(d, 0, 1);
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}
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vec3 get_triplanar_blend(vec3 world_normal) {
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vec3 blending = abs(world_normal);
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blending = normalize(max(blending, vec3(0.00001))); // Force weights to sum to 1.0
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float b = blending.x + blending.y + blending.z;
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return blending / vec3(b, b, b);
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}
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vec4 texture_triplanar(sampler2D tex, vec3 world_pos, vec3 blend) {
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vec4 xaxis = texture(tex, world_pos.yz);
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vec4 yaxis = texture(tex, world_pos.xz);
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vec4 zaxis = texture(tex, world_pos.xy);
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// blend the results of the 3 planar projections.
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return xaxis * blend.x + yaxis * blend.y + zaxis * blend.z;
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}
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void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
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vec4 ew0 = texture(u_terrain_splatmap, uv);
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vec4 ew1 = texture(u_terrain_splatmap_1, uv);
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vec4 ew2 = texture(u_terrain_splatmap_2, uv);
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vec4 ew3 = texture(u_terrain_splatmap_3, uv);
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float weights[16] = {
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ew0.r, ew0.g, ew0.b, ew0.a,
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ew1.r, ew1.g, ew1.b, ew1.a,
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ew2.r, ew2.g, ew2.b, ew2.a,
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ew3.r, ew3.g, ew3.b, ew3.a
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};
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// float weights_sum = 0.0;
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// for (int i = 0; i < 16; ++i) {
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// weights_sum += weights[i];
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// }
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// for (int i = 0; i < 16; ++i) {
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// weights_sum /= weights_sum;
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// }
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// weights_sum=1.1;
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// Now we have to pick the 4 highest weights and use them to blend textures.
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// Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
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// TODO We should not need to initialize, but apparently we don't always find 4 weights
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int high_indices_array[4] = {0, 0, 0, 0};
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float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
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int count = 0;
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// We know weights are supposed to be normalized.
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// That means the highest value of the pivot above which we can find 4 results
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// is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
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// which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
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// 4 results, and finding 5 results remains almost impossible.
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float pivot = /*weights_sum*/1.0 / 5.0;
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for (int i = 0; i < 16; ++i) {
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if (weights[i] > pivot) {
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high_weights_array[count] = weights[i];
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high_indices_array[count] = i;
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weights[i] = 0.0;
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++count;
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}
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}
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while (count < 4 && pivot > 0.0) {
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float max_weight = 0.0;
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int max_index = 0;
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for (int i = 0; i < 16; ++i) {
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if (/*weights[i] <= pivot && */weights[i] > max_weight) {
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max_weight = weights[i];
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max_index = i;
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weights[i] = 0.0;
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}
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}
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high_indices_array[count] = max_index;
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high_weights_array[count] = max_weight;
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++count;
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pivot = max_weight;
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}
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out_high_weights = vec4(
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high_weights_array[0], high_weights_array[1],
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high_weights_array[2], high_weights_array[3]);
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out_high_indices = vec4(
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float(high_indices_array[0]), float(high_indices_array[1]),
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float(high_indices_array[2]), float(high_indices_array[3]));
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out_high_weights /=
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out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
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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 / u_ground_uv_scale;
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// Putting this in vertex saves a fetch 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 it, 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)) * vec3(1,1,-1));
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terrain_normal_world = normalize(terrain_normal_world);
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float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
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* 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 high_indices;
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vec4 high_weights;
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get_splat_weights(UV, high_indices, high_weights);
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vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
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vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
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vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
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vec4 ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
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vec3 col0 = ab0.rgb * v_tint;
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vec3 col1 = ab1.rgb * v_tint;
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vec3 col2 = ab2.rgb * v_tint;
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vec3 col3 = ab3.rgb * v_tint;
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vec4 w;
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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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w = get_depth_blended_weights(high_weights, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
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} else {
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w = high_weights;
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}
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float w_sum = (w.r + w.g + w.b + w.a);
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ALBEDO = (
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w.r * col0.rgb +
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w.g * col1.rgb +
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w.b * col2.rgb +
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w.a * col3.rgb) / w_sum;
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ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
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ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
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// if(count < 3) {
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// ALBEDO = vec3(1.0, 0.0, 0.0);
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// }
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// Show splatmap weights
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//ALBEDO = w.rgb;
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}
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// Highlight all pixels undergoing no splatmap at all
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// else {
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// ALBEDO = vec3(1.0, 0.0, 0.0);
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// }
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NORMAL = (INV_CAMERA_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz;
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}
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