// This shader is used to bake the global albedo map. // It exposes a subset of the main shader API, so uniform names were not modified. shader_type spatial; // I had to remove source_color` from colormap in Godot 3 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 sampler2DArray u_ground_albedo_bump_array : source_color; // TODO Have UV scales for each texture in an array? uniform float u_ground_uv_scale; // Keep depth blending because it has a high effect on the final result uniform bool u_depth_blending = true; 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 = MODEL_MATRIX * vec4(VERTEX, 1); vec2 cell_coords = 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_splat_index_map, 0))); } void fragment() { vec4 tint = texture(u_terrain_colormap, UV); 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; // Get bump at normal resolution so depth blending is accurate vec2 ground_uv = UV / u_ground_uv_scale; float b0 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.x)).a; float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.y)).a; float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.z)).a; // Take the center of the highest mip as color, because we can't see details from far away. vec2 ndc_center = vec2(0.5, 0.5); vec3 a0 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.x), 10.0).rgb; vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.y), 10.0).rgb; vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.z), 10.0).rgb; vec3 splat_weights = vec3( tex_splat_weights.r, tex_splat_weights.g, 1.0 - tex_splat_weights.r - tex_splat_weights.g ); // 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(b0, b1, b2)); } ALBEDO = tint.rgb * ( a0 * splat_weights.x + a1 * splat_weights.y + a2 * splat_weights.z ); }