shader_type spatial; // This shader uses a texture array with multiple splatmaps, allowing up to 16 textures. // Only the 4 textures having highest blending weight are sampled. // 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_splatmap; uniform sampler2D u_terrain_splatmap_1; uniform sampler2D u_terrain_splatmap_2; uniform sampler2D u_terrain_splatmap_3; uniform sampler2DArray u_ground_albedo_bump_array : source_color; uniform float u_ground_uv_scale = 20.0; uniform bool u_depth_blending = true; // TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145 //const int TEXTURE_COUNT = 16; // Blends weights according to the bump of detail textures, // so for example it allows to have sand fill the gaps between pebbles vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) { float dh = 0.2; vec4 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); vec4 d = h + dh; d.r -= max(h.g, max(h.b, h.a)); d.g -= max(h.r, max(h.b, h.a)); d.b -= max(h.g, max(h.r, h.a)); d.a -= max(h.g, max(h.b, h.r)); return clamp(d, 0, 1); } void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) { vec4 ew0 = texture(u_terrain_splatmap, uv); vec4 ew1 = texture(u_terrain_splatmap_1, uv); vec4 ew2 = texture(u_terrain_splatmap_2, uv); vec4 ew3 = texture(u_terrain_splatmap_3, uv); float weights[16] = { ew0.r, ew0.g, ew0.b, ew0.a, ew1.r, ew1.g, ew1.b, ew1.a, ew2.r, ew2.g, ew2.b, ew2.a, ew3.r, ew3.g, ew3.b, ew3.a }; // float weights_sum = 0.0; // for (int i = 0; i < 16; ++i) { // weights_sum += weights[i]; // } // for (int i = 0; i < 16; ++i) { // weights_sum /= weights_sum; // } // weights_sum=1.1; // Now we have to pick the 4 highest weights and use them to blend textures. // Using arrays because Godot's shader version doesn't support dynamic indexing of vectors // TODO We should not need to initialize, but apparently we don't always find 4 weights int high_indices_array[4] = {0, 0, 0, 0}; float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0}; int count = 0; // We know weights are supposed to be normalized. // That means the highest value of the pivot above which we can find 4 results // is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight, // which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find // 4 results, and finding 5 results remains almost impossible. float pivot = /*weights_sum*/1.0 / 5.0; for (int i = 0; i < 16; ++i) { if (weights[i] > pivot) { high_weights_array[count] = weights[i]; high_indices_array[count] = i; weights[i] = 0.0; ++count; } } while (count < 4 && pivot > 0.0) { float max_weight = 0.0; int max_index = 0; for (int i = 0; i < 16; ++i) { if (/*weights[i] <= pivot && */weights[i] > max_weight) { max_weight = weights[i]; max_index = i; weights[i] = 0.0; } } high_indices_array[count] = max_index; high_weights_array[count] = max_weight; ++count; pivot = max_weight; } out_high_weights = vec4( high_weights_array[0], high_weights_array[1], high_weights_array[2], high_weights_array[3]); out_high_indices = vec4( float(high_indices_array[0]), float(high_indices_array[1]), float(high_indices_array[2]), float(high_indices_array[3])); out_high_weights /= out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a; } 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_splatmap, 0)); } void fragment() { // These were moved from vertex to fragment, // so we can generate part of the global map with just one quad and we get full quality vec3 tint = texture(u_terrain_colormap, UV).rgb; vec4 splat = texture(u_terrain_splatmap, UV); vec4 high_indices; vec4 high_weights; get_splat_weights(UV, high_indices, high_weights); // 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, high_indices.x)).a; float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.y)).a; float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.z)).a; float b3 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.w)).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, high_indices.x), 10.0).rgb; vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.y), 10.0).rgb; vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.z), 10.0).rgb; vec3 a3 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.w), 10.0).rgb; vec3 col0 = a0 * tint; vec3 col1 = a1 * tint; vec3 col2 = a2 * tint; vec3 col3 = a3 * tint; vec4 w; // TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader... if (u_depth_blending) { w = get_depth_blended_weights(high_weights, vec4(b0, b1, b2, b3)); } else { w = high_weights; } float w_sum = (w.r + w.g + w.b + w.a); ALBEDO = ( w.r * col0.rgb + w.g * col1.rgb + w.b * col2.rgb + w.a * col3.rgb) / w_sum; }