// This shader is the minimum needed to allow the terrain to function. 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; varying vec3 v_vertex; // World coordinate vertex location //////////////////////// // 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) { 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 vec3(uv - _region_offsets[layer_index], float(layer_index)); } 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 v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; // UV coordinates in world space. Values are 0 to _region_size within regions UV = round(v_vertex.xz * _mesh_vertex_density); // 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); v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; } //////////////////////// // Fragment //////////////////////// 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() { // Calculate Terrain Normals 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); }