2024-10-20 21:47:57 +00:00
|
|
|
// This shader is the minimum needed to allow the terrain to function, without any texturing.
|
|
|
|
|
|
|
|
shader_type spatial;
|
2024-11-17 19:47:37 +00:00
|
|
|
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
|
2024-10-20 21:47:57 +00:00
|
|
|
|
|
|
|
// Private uniforms
|
|
|
|
uniform float _region_size = 1024.0;
|
|
|
|
uniform float _region_texel_size = 0.0009765625; // = 1/1024
|
2024-11-17 19:47:37 +00:00
|
|
|
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];
|
2024-10-20 21:47:57 +00:00
|
|
|
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;
|
2024-11-17 19:47:37 +00:00
|
|
|
uniform sampler2D noise_texture : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
|
2024-10-20 21:47:57 +00:00
|
|
|
|
|
|
|
uniform float _texture_uv_scale_array[32];
|
2024-11-17 19:47:37 +00:00
|
|
|
uniform float _texture_detile_array[32];
|
2024-10-20 21:47:57 +00:00
|
|
|
uniform vec4 _texture_color_array[32];
|
|
|
|
uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2
|
|
|
|
uniform uint _mouse_layer = 0x80000000u; // Layer 32
|
|
|
|
|
2024-11-17 19:47:37 +00:00
|
|
|
// Public uniforms
|
|
|
|
uniform float vertex_normals_distance : hint_range(0, 1024) = 128.0;
|
|
|
|
|
|
|
|
// 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;
|
2024-10-20 21:47:57 +00:00
|
|
|
varying flat vec2 v_uv_offset;
|
|
|
|
varying flat vec2 v_uv2_offset;
|
2024-11-17 19:47:37 +00:00
|
|
|
varying vec3 v_normal;
|
|
|
|
varying float v_region_border_mask;
|
2024-10-20 21:47:57 +00:00
|
|
|
|
|
|
|
////////////////////////
|
|
|
|
// Vertex
|
|
|
|
////////////////////////
|
|
|
|
|
|
|
|
// 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
|
2024-11-17 19:47:37 +00:00
|
|
|
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));
|
2024-10-20 21:47:57 +00:00
|
|
|
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
|
2024-11-17 19:47:37 +00:00
|
|
|
return ivec3(ivec2(mod(uv,_region_size)), layer_index);
|
2024-10-20 21:47:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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
|
2024-11-17 19:47:37 +00:00
|
|
|
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));
|
2024-10-20 21:47:57 +00:00
|
|
|
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
|
2024-11-17 19:47:37 +00:00
|
|
|
return vec3(uv2 - _region_locations[layer_index], float(layer_index));
|
2024-10-20 21:47:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
void vertex() {
|
2024-11-17 19:47:37 +00:00
|
|
|
// Get camera pos in world vertex coords
|
|
|
|
v_camera_pos = INV_VIEW_MATRIX[3].xyz;
|
|
|
|
|
2024-10-20 21:47:57 +00:00
|
|
|
// Get vertex of flat plane in world coordinates and set world UV
|
2024-11-17 19:47:37 +00:00
|
|
|
v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
|
|
|
|
|
|
|
// Camera distance to vertex on flat plane
|
|
|
|
v_vertex_xz_dist = length(v_vertex.xz - v_camera_pos.xz);
|
|
|
|
|
2024-10-20 21:47:57 +00:00
|
|
|
// UV coordinates in world space. Values are 0 to _region_size within regions
|
2024-11-17 19:47:37 +00:00
|
|
|
UV = round(v_vertex.xz * _vertex_density);
|
|
|
|
|
|
|
|
// 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));
|
2024-10-20 21:47:57 +00:00
|
|
|
|
|
|
|
// Discard vertices for Holes. 1 lookup
|
2024-11-17 19:47:37 +00:00
|
|
|
v_region = get_region_uv(UV);
|
|
|
|
uint control = texelFetch(_control_maps, v_region, 0).r;
|
2024-10-20 21:47:57 +00:00
|
|
|
bool hole = bool(control >>2u & 0x1u);
|
2024-11-17 19:47:37 +00:00
|
|
|
|
2024-10-20 21:47:57 +00:00
|
|
|
// Show holes to all cameras except mouse camera (on exactly 1 layer)
|
|
|
|
if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&
|
2024-11-17 19:47:37 +00:00
|
|
|
(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.
|
2024-10-20 21:47:57 +00:00
|
|
|
VERTEX.y = get_height(UV2);
|
2024-11-17 19:47:37 +00:00
|
|
|
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.;
|
2024-10-20 21:47:57 +00:00
|
|
|
}
|
2024-11-17 19:47:37 +00:00
|
|
|
|
2024-10-20 21:47:57 +00:00
|
|
|
// Transform UVs to local to avoid poor precision during varying interpolation.
|
2024-11-17 19:47:37 +00:00
|
|
|
v_uv_offset = MODEL_MATRIX[3].xz * _vertex_density;
|
2024-10-20 21:47:57 +00:00
|
|
|
UV -= v_uv_offset;
|
|
|
|
v_uv2_offset = v_uv_offset * _region_texel_size;
|
|
|
|
UV2 -= v_uv2_offset;
|
2024-11-17 19:47:37 +00:00
|
|
|
|
|
|
|
// 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);
|
2024-10-20 21:47:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
////////////////////////
|
|
|
|
// Fragment
|
|
|
|
////////////////////////
|
|
|
|
|
2024-11-17 19:47:37 +00:00
|
|
|
// 0 - 3 lookups
|
2024-10-20 21:47:57 +00:00
|
|
|
vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
|
2024-11-17 19:47:37 +00:00
|
|
|
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);
|
2024-10-20 21:47:57 +00:00
|
|
|
} else {
|
2024-11-17 19:47:37 +00:00
|
|
|
height = get_height(uv);
|
2024-10-20 21:47:57 +00:00
|
|
|
u = height - get_height(uv + vec2(_region_texel_size, 0));
|
2024-11-17 19:47:37 +00:00
|
|
|
v = height - get_height(uv + vec2(0, _region_texel_size));
|
|
|
|
normal = normalize(vec3(u, _vertex_spacing, v));
|
2024-10-20 21:47:57 +00:00
|
|
|
}
|
|
|
|
tangent = cross(normal, vec3(0, 0, 1));
|
|
|
|
binormal = cross(normal, tangent);
|
|
|
|
return normal;
|
|
|
|
}
|
|
|
|
|
|
|
|
void fragment() {
|
|
|
|
// Recover UVs
|
|
|
|
vec2 uv = UV + v_uv_offset;
|
|
|
|
vec2 uv2 = UV2 + v_uv2_offset;
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
// Apply PBR
|
|
|
|
ALBEDO=vec3(.2);
|
|
|
|
}
|