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										 |  |  | // This shader is the minimum needed to allow the terrain to function, without any texturing. | 
					
						
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							|  |  |  | shader_type spatial; | 
					
						
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										 |  |  | render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform; | 
					
						
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 | 
					
						
							|  |  |  | // Private uniforms | 
					
						
							|  |  |  | uniform float _region_size = 1024.0; | 
					
						
							|  |  |  | uniform float _region_texel_size = 0.0009765625; // = 1/1024 | 
					
						
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										 |  |  | uniform float _vertex_spacing = 1.0; | 
					
						
							|  |  |  | uniform float _vertex_density = 1.0; // = 1/_vertex_spacing | 
					
						
							|  |  |  | uniform int _region_map_size = 32; | 
					
						
							|  |  |  | uniform int _region_map[1024]; | 
					
						
							|  |  |  | uniform vec2 _region_locations[1024]; | 
					
						
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										 |  |  | uniform sampler2DArray _height_maps : repeat_disable; | 
					
						
							|  |  |  | uniform usampler2DArray _control_maps : repeat_disable; | 
					
						
							|  |  |  | uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable; | 
					
						
							|  |  |  | uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable; | 
					
						
							|  |  |  | uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable; | 
					
						
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										 |  |  | uniform sampler2D noise_texture : source_color, filter_linear_mipmap_anisotropic, repeat_enable; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | uniform float _texture_uv_scale_array[32]; | 
					
						
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										 |  |  | uniform float _texture_detile_array[32]; | 
					
						
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										 |  |  | uniform vec4 _texture_color_array[32]; | 
					
						
							|  |  |  | uniform uint _background_mode = 1u;  // NONE = 0, FLAT = 1, NOISE = 2 | 
					
						
							|  |  |  | uniform uint _mouse_layer = 0x80000000u; // Layer 32 | 
					
						
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 | 
					
						
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										 |  |  | // Public uniforms | 
					
						
							|  |  |  | uniform float vertex_normals_distance : hint_range(0, 1024) = 128.0; | 
					
						
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 | 
					
						
							|  |  |  | // Varyings & Types | 
					
						
							|  |  |  | varying flat vec3 v_vertex;	// World coordinate vertex location | 
					
						
							|  |  |  | varying flat vec3 v_camera_pos; | 
					
						
							|  |  |  | varying float v_vertex_xz_dist; | 
					
						
							|  |  |  | varying flat ivec3 v_region; | 
					
						
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										 |  |  | varying flat vec2 v_uv_offset; | 
					
						
							|  |  |  | varying flat vec2 v_uv2_offset; | 
					
						
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										 |  |  | varying vec3 v_normal; | 
					
						
							|  |  |  | varying float v_region_border_mask; | 
					
						
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 | 
					
						
							|  |  |  | //////////////////////// | 
					
						
							|  |  |  | // Vertex | 
					
						
							|  |  |  | //////////////////////// | 
					
						
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 | 
					
						
							|  |  |  | // Takes in UV world space coordinates, returns ivec3 with: | 
					
						
							|  |  |  | // XY: (0 to _region_size) coordinates within a region | 
					
						
							|  |  |  | // Z: layer index used for texturearrays, -1 if not in a region | 
					
						
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										 |  |  | ivec3 get_region_uv(const vec2 uv) { | 
					
						
							|  |  |  | 	ivec2 pos = ivec2(floor(uv * _region_texel_size)) + (_region_map_size / 2); | 
					
						
							|  |  |  | 	int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); | 
					
						
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										 |  |  | 	int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; | 
					
						
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										 |  |  | 	return ivec3(ivec2(mod(uv,_region_size)), layer_index); | 
					
						
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										 |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | // Takes in UV2 region space coordinates, returns vec3 with: | 
					
						
							|  |  |  | // XY: (0 to 1) coordinates within a region | 
					
						
							|  |  |  | // Z: layer index used for texturearrays, -1 if not in a region | 
					
						
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										 |  |  | vec3 get_region_uv2(const vec2 uv2) { | 
					
						
							|  |  |  | 	// Remove Texel Offset to ensure correct region index. | 
					
						
							|  |  |  | 	ivec2 pos = ivec2(floor(uv2 - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2); | 
					
						
							|  |  |  | 	int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); | 
					
						
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										 |  |  | 	int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; | 
					
						
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										 |  |  | 	return vec3(uv2 - _region_locations[layer_index], float(layer_index)); | 
					
						
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										 |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | // 1 lookup | 
					
						
							|  |  |  | float get_height(vec2 uv) { | 
					
						
							|  |  |  | 	highp float height = 0.0; | 
					
						
							|  |  |  | 	vec3 region = get_region_uv2(uv); | 
					
						
							|  |  |  | 	if (region.z >= 0.) { | 
					
						
							|  |  |  | 		height = texture(_height_maps, region).r; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  |  	return height; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void vertex() { | 
					
						
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										 |  |  | 	// Get camera pos in world vertex coords | 
					
						
							|  |  |  | 	v_camera_pos = INV_VIEW_MATRIX[3].xyz; | 
					
						
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										 |  |  | 	// Get vertex of flat plane in world coordinates and set world UV | 
					
						
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										 |  |  | 	v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; | 
					
						
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							|  |  |  | 	// Camera distance to vertex on flat plane | 
					
						
							|  |  |  | 	v_vertex_xz_dist = length(v_vertex.xz - v_camera_pos.xz); | 
					
						
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										 |  |  | 	// UV coordinates in world space. Values are 0 to _region_size within regions | 
					
						
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										 |  |  | 	UV = round(v_vertex.xz * _vertex_density); | 
					
						
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							|  |  |  | 	// UV coordinates in region space + texel offset. Values are 0 to 1 within regions | 
					
						
							|  |  |  | 	UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size)); | 
					
						
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 | 
					
						
							|  |  |  | 	// Discard vertices for Holes. 1 lookup | 
					
						
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										 |  |  | 	v_region = get_region_uv(UV); | 
					
						
							|  |  |  | 	uint control = texelFetch(_control_maps, v_region, 0).r; | 
					
						
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										 |  |  | 	bool hole = bool(control >>2u & 0x1u); | 
					
						
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										 |  |  | 	// Show holes to all cameras except mouse camera (on exactly 1 layer) | 
					
						
							|  |  |  | 	if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&  | 
					
						
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										 |  |  | 			(hole || (_background_mode == 0u && (get_region_uv(UV - _region_texel_size) & v_region).z < 0))) { | 
					
						
							|  |  |  | 		VERTEX.x = 0. / 0.; | 
					
						
							|  |  |  | 	} else {		 | 
					
						
							|  |  |  | 		// Set final vertex height & calculate vertex normals. 3 lookups. | 
					
						
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										 |  |  | 		VERTEX.y = get_height(UV2); | 
					
						
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										 |  |  | 		v_vertex.y = VERTEX.y; | 
					
						
							|  |  |  | 		v_normal = vec3( | 
					
						
							|  |  |  | 			v_vertex.y - get_height(UV2 + vec2(_region_texel_size, 0)), | 
					
						
							|  |  |  | 			_vertex_spacing, | 
					
						
							|  |  |  | 			v_vertex.y - get_height(UV2 + vec2(0, _region_texel_size)) | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 		// Due to a bug caused by the GPUs linear interpolation across edges of region maps, | 
					
						
							|  |  |  | 		// mask region edges and use vertex normals only across region boundaries. | 
					
						
							|  |  |  | 		v_region_border_mask = mod(UV.x + 2.5, _region_size) - fract(UV.x) < 5.0 || mod(UV.y + 2.5, _region_size) - fract(UV.y) < 5.0 ? 1. : 0.; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 		 | 
					
						
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										 |  |  | 	// Transform UVs to local to avoid poor precision during varying interpolation. | 
					
						
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										 |  |  | 	v_uv_offset = MODEL_MATRIX[3].xz * _vertex_density; | 
					
						
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										 |  |  | 	UV -= v_uv_offset; | 
					
						
							|  |  |  | 	v_uv2_offset = v_uv_offset * _region_texel_size; | 
					
						
							|  |  |  | 	UV2 -= v_uv2_offset; | 
					
						
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							|  |  |  | 	// Convert model space to view space w/ skip_vertex_transform render mode | 
					
						
							|  |  |  | 	VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; | 
					
						
							|  |  |  | 	VERTEX = (VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; | 
					
						
							|  |  |  | 	NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); | 
					
						
							|  |  |  | 	BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz); | 
					
						
							|  |  |  | 	TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | //////////////////////// | 
					
						
							|  |  |  | // Fragment | 
					
						
							|  |  |  | //////////////////////// | 
					
						
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										 |  |  | // 0 - 3 lookups | 
					
						
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										 |  |  | vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) { | 
					
						
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										 |  |  | 	float u, v, height; | 
					
						
							|  |  |  | 	vec3 normal; | 
					
						
							|  |  |  | 	// Use vertex normals within radius of vertex_normals_distance, and along region borders. | 
					
						
							|  |  |  | 	if (v_region_border_mask > 0.5 || v_vertex_xz_dist < vertex_normals_distance) { | 
					
						
							|  |  |  | 		normal = normalize(v_normal); | 
					
						
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										 |  |  | 	} else { | 
					
						
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										 |  |  | 		height = get_height(uv); | 
					
						
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										 |  |  | 		u = height - get_height(uv + vec2(_region_texel_size, 0)); | 
					
						
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										 |  |  | 		v = height - get_height(uv + vec2(0, _region_texel_size)); | 
					
						
							|  |  |  | 		normal = normalize(vec3(u, _vertex_spacing, v)); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	tangent = cross(normal, vec3(0, 0, 1)); | 
					
						
							|  |  |  | 	binormal = cross(normal, tangent); | 
					
						
							|  |  |  | 	return normal; | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | void fragment() { | 
					
						
							|  |  |  | 	// Recover UVs | 
					
						
							|  |  |  | 	vec2 uv = UV + v_uv_offset; | 
					
						
							|  |  |  | 	vec2 uv2 = UV2 + v_uv2_offset; | 
					
						
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							|  |  |  | 	// Calculate Terrain Normals. 4 lookups | 
					
						
							|  |  |  | 	vec3 w_tangent, w_binormal; | 
					
						
							|  |  |  | 	vec3 w_normal = get_normal(uv2, w_tangent, w_binormal); | 
					
						
							|  |  |  | 	NORMAL = mat3(VIEW_MATRIX) * w_normal; | 
					
						
							|  |  |  | 	TANGENT = mat3(VIEW_MATRIX) * w_tangent; | 
					
						
							|  |  |  | 	BINORMAL = mat3(VIEW_MATRIX) * w_binormal; | 
					
						
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 | 
					
						
							|  |  |  | 	// Apply PBR | 
					
						
							|  |  |  | 	ALBEDO=vec3(.2); | 
					
						
							|  |  |  | } |