shader_type spatial; uniform sampler2D u_terrain_heightmap; uniform sampler2D u_terrain_normalmap; // I had to remove `hint_albedo` from colormap because it makes sRGB conversion kick in, // which snowballs to black when doing GPU painting on that texture... uniform sampler2D u_terrain_colormap; uniform sampler2D u_terrain_splat_index_map; uniform sampler2D u_terrain_splat_weight_map; uniform sampler2D u_terrain_globalmap : hint_albedo; uniform mat4 u_terrain_inverse_transform; uniform mat3 u_terrain_normal_basis; uniform sampler2DArray u_ground_albedo_bump_array : hint_albedo; uniform sampler2DArray u_ground_normal_roughness_array; // TODO Have UV scales for each texture in an array? uniform float u_ground_uv_scale; uniform float u_globalmap_blend_start; uniform float u_globalmap_blend_distance; uniform bool u_depth_blending = true; varying float v_hole; varying vec3 v_tint; varying vec2 v_ground_uv; varying float v_distance_to_camera; vec3 unpack_normal(vec4 rgba) { vec3 n = rgba.xzy * 2.0 - vec3(1.0); // Had to negate Z because it comes from Y in the normal map, // and OpenGL-style normal maps are Y-up. n.z *= -1.0; return n; } vec3 get_depth_blended_weights(vec3 splat, vec3 bumps) { float dh = 0.2; vec3 h = bumps + splat; // TODO Keep improving multilayer blending, there are still some edge cases... // Mitigation: nullify layers with near-zero splat h *= smoothstep(0, 0.05, splat); vec3 d = h + dh; d.r -= max(h.g, h.b); d.g -= max(h.r, h.b); d.b -= max(h.g, h.r); vec3 w = clamp(d, 0, 1); // Had to normalize, since this approach does not preserve components summing to 1 return w / (w.x + w.y + w.z); } void vertex() { vec4 wpos = WORLD_MATRIX * vec4(VERTEX, 1); vec2 cell_coords = (u_terrain_inverse_transform * wpos).xz; // Must add a half-offset so that we sample the center of pixels, // otherwise bilinear filtering of the textures will give us mixed results (#183) cell_coords += vec2(0.5); // Normalized UV UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0)); // Height displacement float h = texture(u_terrain_heightmap, UV).r; VERTEX.y = h; wpos.y = h; vec3 base_ground_uv = vec3(cell_coords.x, h * WORLD_MATRIX[1][1], cell_coords.y); v_ground_uv = base_ground_uv.xz / u_ground_uv_scale; // Putting this in vertex saves 2 fetches from the fragment shader, // which is good for performance at a negligible quality cost, // provided that geometry is a regular grid that decimates with LOD. // (downside is LOD will also decimate tint and splat, but it's not bad overall) vec4 tint = texture(u_terrain_colormap, UV); v_hole = tint.a; v_tint = tint.rgb; // Need to use u_terrain_normal_basis to handle scaling. // For some reason I also had to invert Z when sampling terrain normals... not sure why NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV)); v_distance_to_camera = distance(wpos.xyz, CAMERA_MATRIX[3].xyz); } void fragment() { if (v_hole < 0.5) { // TODO Add option to use vertex discarding instead, using NaNs discard; } vec3 terrain_normal_world = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV)); terrain_normal_world = normalize(terrain_normal_world); vec3 normal = terrain_normal_world; float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start) * u_globalmap_blend_distance, 0.0, 1.0); globalmap_factor *= globalmap_factor; // slower start, faster transition but far away vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb; ALBEDO = global_albedo; // Doing this branch allows to spare a bunch of texture fetches for distant pixels. // Eventually, there could be a split between near and far shaders in the future, // if relevant on high-end GPUs if (globalmap_factor < 1.0) { vec4 tex_splat_indexes = texture(u_terrain_splat_index_map, UV); vec4 tex_splat_weights = texture(u_terrain_splat_weight_map, UV); // TODO Can't use texelFetch! // https://github.com/godotengine/godot/issues/31732 vec3 splat_indexes = tex_splat_indexes.rgb * 255.0; vec3 splat_weights = vec3( tex_splat_weights.r, tex_splat_weights.g, 1.0 - tex_splat_weights.r - tex_splat_weights.g ); vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.x)); vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.y)); vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.z)); vec4 nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.x)); vec4 nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.y)); vec4 nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.z)); // TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader... if (u_depth_blending) { splat_weights = get_depth_blended_weights(splat_weights, vec3(ab0.a, ab1.a, ab2.a)); } ALBEDO = v_tint * ( ab0.rgb * splat_weights.x + ab1.rgb * splat_weights.y + ab2.rgb * splat_weights.z ); ROUGHNESS = nr0.a * splat_weights.x + nr1.a * splat_weights.y + nr2.a * splat_weights.z; vec3 normal0 = unpack_normal(nr0); vec3 normal1 = unpack_normal(nr1); vec3 normal2 = unpack_normal(nr2); vec3 ground_normal = normal0 * splat_weights.x + normal1 * splat_weights.y + normal2 * splat_weights.z; // Combine terrain normals with detail normals (not sure if correct but looks ok) normal = normalize(vec3( terrain_normal_world.x + ground_normal.x, terrain_normal_world.y, terrain_normal_world.z + ground_normal.z)); normal = mix(normal, terrain_normal_world, globalmap_factor); ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor); //ALBEDO = vec3(splat_weight0, splat_weight1, splat_weight2); ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor); } NORMAL = (INV_CAMERA_MATRIX * (vec4(normal, 0.0))).xyz; }