generated from krampus/template-godot4
	
		
			
	
	
		
			147 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			147 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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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;
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								// Private uniforms
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								uniform float _region_size = 1024.0;
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								uniform float _region_texel_size = 0.0009765625; // = 1/1024
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								uniform float _mesh_vertex_spacing = 1.0;
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								uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing
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								uniform int _region_map_size = 16;
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								uniform int _region_map[256];
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								uniform vec2 _region_offsets[256];
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								uniform sampler2DArray _height_maps : repeat_disable;
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								uniform usampler2DArray _control_maps : repeat_disable;
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								uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable;
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								uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
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								uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable;
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								uniform float _texture_uv_scale_array[32];
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								uniform float _texture_uv_rotation_array[32];
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								uniform vec4 _texture_color_array[32];
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								uniform uint _background_mode = 1u;  // NONE = 0, FLAT = 1, NOISE = 2
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								uniform uint _mouse_layer = 0x80000000u; // Layer 32
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								varying flat vec2 v_uv_offset;
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								varying flat vec2 v_uv2_offset;
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								////////////////////////
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								// Vertex
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								////////////////////////
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								// Takes in UV world space coordinates, returns ivec3 with:
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								// XY: (0 to _region_size) coordinates within a region
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								// Z: layer index used for texturearrays, -1 if not in a region
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								ivec3 get_region_uv(vec2 uv) {
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									uv *= _region_texel_size;
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									ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2);
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									int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_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((uv - _region_offsets[layer_index]) * _region_size), layer_index);
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								}
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								// Takes in UV2 region space coordinates, returns vec3 with:
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								// XY: (0 to 1) coordinates within a region
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								// Z: layer index used for texturearrays, -1 if not in a region
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								vec3 get_region_uv2(vec2 uv) {
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									// Vertex function added half a texel to UV2, to center the UV's.  vertex(), fragment() and get_height()
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									// call this with reclaimed versions of UV2, so to keep the last row/column within the correct
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									// window, take back the half pixel before the floor(). 
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									ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2);
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									int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_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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									// The return value is still texel-centered.
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									return vec3(uv - _region_offsets[layer_index], float(layer_index));
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								}
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								// 1 lookup
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								float get_height(vec2 uv) {
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									highp float height = 0.0;
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									vec3 region = get_region_uv2(uv);
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									if (region.z >= 0.) {
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										height = texture(_height_maps, region).r;
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									}
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								 	return height;
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								}
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								void vertex() {
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									// Get vertex of flat plane in world coordinates and set world UV
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									vec3 vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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									// UV coordinates in world space. Values are 0 to _region_size within regions
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									UV = round(vertex.xz * _mesh_vertex_density);
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									// Discard vertices for Holes. 1 lookup
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									ivec3 region = get_region_uv(UV);
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									uint control = texelFetch(_control_maps, 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)
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									if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) && 
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											(hole || (_background_mode == 0u && region.z < 0)) ) {
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										VERTEX.x = 0./0.;
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									} else {
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										// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
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										UV2 = (UV + vec2(0.5)) * _region_texel_size;
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										// Get final vertex location and save it
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										VERTEX.y = get_height(UV2);
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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 * _mesh_vertex_density;
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									UV -= v_uv_offset;
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									v_uv2_offset = v_uv_offset * _region_texel_size;
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									UV2 -= v_uv2_offset;
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								}
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								////////////////////////
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								// Fragment
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								////////////////////////
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								// 3 lookups
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								vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
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									// Get the height of the current vertex
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									float height = get_height(uv);
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									// Get the heights to the right and in front, but because of hardware 
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									// interpolation on the edges of the heightmaps, the values are off
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									// causing the normal map to look weird. So, near the edges of the map
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									// get the heights to the left or behind instead. Hacky solution that 
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									// reduces the artifact, but doesn't fix it entirely. See #185.
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									float u, v;
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									if(mod(uv.y*_region_size, _region_size) > _region_size-2.) {
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										v = get_height(uv + vec2(0, -_region_texel_size)) - height;
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									} else {
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										v = height - get_height(uv + vec2(0, _region_texel_size));
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									}
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									if(mod(uv.x*_region_size, _region_size) > _region_size-2.) {
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										u = get_height(uv + vec2(-_region_texel_size, 0)) - height;		
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									} else {
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										u = height - get_height(uv + vec2(_region_texel_size, 0));
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									}
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									vec3 normal = vec3(u, _mesh_vertex_spacing, v);
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									normal = normalize(normal);
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									tangent = cross(normal, vec3(0, 0, 1));
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									binormal = cross(normal, tangent);
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									return normal;
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								}
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								void fragment() {
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									// Recover UVs
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									vec2 uv = UV + v_uv_offset;
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									vec2 uv2 = UV2 + v_uv2_offset;
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									// Calculate Terrain Normals. 4 lookups
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									vec3 w_tangent, w_binormal;
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									vec3 w_normal = get_normal(uv2, w_tangent, w_binormal);
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									NORMAL = mat3(VIEW_MATRIX) * w_normal;
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									TANGENT = mat3(VIEW_MATRIX) * w_tangent;
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									BINORMAL = mat3(VIEW_MATRIX) * w_binormal;
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									// Apply PBR
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									ALBEDO=vec3(.2);
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								}
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