// This shader is the minimum needed to allow the terrain to function, without any texturing. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; // Private uniforms uniform float _region_size = 1024.0; uniform float _region_texel_size = 0.0009765625; // = 1/1024 uniform float _mesh_vertex_spacing = 1.0; uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing uniform int _region_map_size = 16; uniform int _region_map[256]; uniform vec2 _region_offsets[256]; 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; uniform float _texture_uv_scale_array[32]; uniform float _texture_uv_rotation_array[32]; uniform vec4 _texture_color_array[32]; uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2 uniform uint _mouse_layer = 0x80000000u; // Layer 32 varying flat vec2 v_uv_offset; varying flat vec2 v_uv2_offset; //////////////////////// // 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 ivec3 get_region_uv(vec2 uv) { uv *= _region_texel_size; ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2); int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; return ivec3(ivec2((uv - _region_offsets[layer_index]) * _region_size), layer_index); } // 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 vec3 get_region_uv2(vec2 uv) { // Vertex function added half a texel to UV2, to center the UV's. vertex(), fragment() and get_height() // call this with reclaimed versions of UV2, so to keep the last row/column within the correct // window, take back the half pixel before the floor(). ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2); int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; // The return value is still texel-centered. return vec3(uv - _region_offsets[layer_index], float(layer_index)); } // 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() { // Get vertex of flat plane in world coordinates and set world UV vec3 vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; // UV coordinates in world space. Values are 0 to _region_size within regions UV = round(vertex.xz * _mesh_vertex_density); // Discard vertices for Holes. 1 lookup ivec3 region = get_region_uv(UV); uint control = texelFetch(_control_maps, region, 0).r; bool hole = bool(control >>2u & 0x1u); // Show holes to all cameras except mouse camera (on exactly 1 layer) if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) && (hole || (_background_mode == 0u && region.z < 0)) ) { VERTEX.x = 0./0.; } else { // UV coordinates in region space + texel offset. Values are 0 to 1 within regions UV2 = (UV + vec2(0.5)) * _region_texel_size; // Get final vertex location and save it VERTEX.y = get_height(UV2); } // Transform UVs to local to avoid poor precision during varying interpolation. v_uv_offset = MODEL_MATRIX[3].xz * _mesh_vertex_density; UV -= v_uv_offset; v_uv2_offset = v_uv_offset * _region_texel_size; UV2 -= v_uv2_offset; } //////////////////////// // Fragment //////////////////////// // 3 lookups vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) { // Get the height of the current vertex float height = get_height(uv); // Get the heights to the right and in front, but because of hardware // interpolation on the edges of the heightmaps, the values are off // causing the normal map to look weird. So, near the edges of the map // get the heights to the left or behind instead. Hacky solution that // reduces the artifact, but doesn't fix it entirely. See #185. float u, v; if(mod(uv.y*_region_size, _region_size) > _region_size-2.) { v = get_height(uv + vec2(0, -_region_texel_size)) - height; } else { v = height - get_height(uv + vec2(0, _region_texel_size)); } if(mod(uv.x*_region_size, _region_size) > _region_size-2.) { u = get_height(uv + vec2(-_region_texel_size, 0)) - height; } else { u = height - get_height(uv + vec2(_region_texel_size, 0)); } vec3 normal = vec3(u, _mesh_vertex_spacing, v); normal = normalize(normal); 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); }