// Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors. // 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,skip_vertex_transform; // Defined Constants #define SKIP_PASS 0 #define VERTEX_PASS 1 #define FRAGMENT_PASS 2 #if CURRENT_RENDERER == RENDERER_COMPATIBILITY #define fma(a, b, c) ((a) * (b) + (c)) #define dFdxCoarse(a) dFdx(a) #define dFdyCoarse(a) dFdy(a) #endif // Private uniforms // Commented uniforms aren't needed for this shader, but are available for your own needs. uniform vec3 _camera_pos = vec3(0.f); uniform float _mesh_size = 48.f; uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2 uniform uint _mouse_layer = 0x80000000u; // Layer 32 uniform float _vertex_spacing = 1.0; uniform float _vertex_density = 1.0; // = 1/_vertex_spacing uniform float _region_size = 1024.0; uniform float _region_texel_size = 0.0009765625; // = 1/1024 uniform int _region_map_size = 32; uniform int _region_map[1024]; uniform vec2 _region_locations[1024]; //uniform float _texture_uv_scale_array[32]; //uniform float _texture_detile_array[32]; //uniform vec4 _texture_color_array[32]; uniform highp sampler2DArray _height_maps : repeat_disable; uniform highp sampler2DArray _control_maps : repeat_disable; //uniform highp sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable; //uniform highp sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable; //uniform highp sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable; // Varyings & Types // Some are required for editor functions varying float v_vertex_xz_dist; varying vec3 v_vertex; //////////////////////// // Vertex //////////////////////// // Takes in world space XZ (UV) coordinates & search depth (only applicable for background mode none) // Returns ivec3 with: // XY: (0 to _region_size - 1) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region ivec3 get_index_coord(const vec2 uv, const int search) { vec2 r_uv = round(uv); vec2 o_uv = mod(r_uv,_region_size); ivec2 pos; int bounds, layer_index = -1; for (int i = -1; i < clamp(search, SKIP_PASS, FRAGMENT_PASS); i++) { if ((layer_index == -1 && _background_mode == 0u ) || i < 0) { r_uv -= i == -1 ? vec2(0.0) : vec2(float(o_uv.x <= o_uv.y), float(o_uv.y <= o_uv.x)); pos = ivec2(floor((r_uv) * _region_texel_size)) + (_region_map_size / 2); bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); layer_index = (_region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1); } } return ivec3(ivec2(mod(r_uv,_region_size)), layer_index); } void vertex() { // Get vertex of flat plane in world coordinates and set world UV v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; // Camera distance to vertex on flat plane v_vertex_xz_dist = length(v_vertex.xz - _camera_pos.xz); // Geomorph vertex, set end and start for linear height interpolate float scale = MODEL_MATRIX[0][0]; float vertex_lerp = smoothstep(0.55, 0.95, (v_vertex_xz_dist / scale - _mesh_size - 4.0) / (_mesh_size - 2.0)); vec2 v_fract = fract(VERTEX.xz * 0.5) * 2.0; // For LOD0 morph from a regular grid to an alternating grid to align with LOD1+ vec2 shift = (scale < _vertex_spacing + 1e-6) ? // LOD0 or not // Shift from regular to symetric mix(v_fract, vec2(v_fract.x, -v_fract.y), round(fract(round(mod(v_vertex.z * _vertex_density, 4.0)) * round(mod(v_vertex.x * _vertex_density, 4.0)) * 0.25)) ) : // Symetric shift v_fract * round((fract(v_vertex.xz * 0.25 / scale) - 0.5) * 4.0); vec2 start_pos = v_vertex.xz * _vertex_density; vec2 end_pos = (v_vertex.xz - shift * scale) * _vertex_density; v_vertex.xz -= shift * scale * vertex_lerp; // UV coordinates in world space. Values are 0 to _region_size within regions UV = v_vertex.xz * _vertex_density; // UV coordinates in region space + texel offset. Values are 0 to 1 within regions UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size)); // Discard vertices for Holes. 1 lookup ivec3 v_region = get_index_coord(start_pos, VERTEX_PASS); uint control = floatBitsToUint(texelFetch(_control_maps, v_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 && v_region.z < 0))) { v_vertex.x = 0. / 0.; } else { // Interpolate Geomorph Start & End, set height. 2 Lookups. ivec3 uv_a = get_index_coord(start_pos, VERTEX_PASS); ivec3 uv_b = get_index_coord(end_pos, VERTEX_PASS); float h = mix(texelFetch(_height_maps, uv_a, 0).r, texelFetch(_height_maps, uv_b, 0).r, vertex_lerp); v_vertex.y = h; } // Convert model space to view space w/ skip_vertex_transform render mode VERTEX = (VIEW_MATRIX * vec4(v_vertex, 1.0)).xyz; NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz); TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz); } //////////////////////// // Fragment //////////////////////// void fragment() { // Recover UVs vec2 uv = UV; vec2 uv2 = UV2; // Lookup offsets, ID and blend weight const vec3 offsets = vec3(0, 1, 2); vec2 index_id = floor(uv); vec2 weight = fract(uv); vec2 invert = 1.0 - weight; vec4 weights = vec4( invert.x * weight.y, // 0 weight.x * weight.y, // 1 weight.x * invert.y, // 2 invert.x * invert.y // 3 ); vec3 base_ddx = dFdxCoarse(v_vertex); vec3 base_ddy = dFdyCoarse(v_vertex); vec4 base_derivatives = vec4(base_ddx.xz, base_ddy.xz); // Calculate the effective mipmap for regionspace, and if less than 0, // skip all extra lookups required for bilinear blend. float region_mip = log2(max(length(base_ddx.xz), length(base_ddy.xz)) * _vertex_density); bool bilerp = region_mip < 0.0; ivec3 indexUV[4]; // control map lookups, used for some normal lookups as well indexUV[0] = get_index_coord(index_id + offsets.xy, FRAGMENT_PASS); indexUV[1] = get_index_coord(index_id + offsets.yy, FRAGMENT_PASS); indexUV[2] = get_index_coord(index_id + offsets.yx, FRAGMENT_PASS); indexUV[3] = get_index_coord(index_id + offsets.xx, FRAGMENT_PASS); // Terrain normals vec3 index_normal[4]; float h[8]; // allows additional derivatives, eg world noise, brush previews etc float u = 0.0; float v = 0.0; // Re-use the indexUVs for the first lookups, skipping some math. 3 lookups h[3] = texelFetch(_height_maps, indexUV[3], 0).r; // 0 (0,0) h[2] = texelFetch(_height_maps, indexUV[2], 0).r; // 1 (1,0) h[0] = texelFetch(_height_maps, indexUV[0], 0).r; // 2 (0,1) index_normal[3] = normalize(vec3(h[3] - h[2] + u, _vertex_spacing, h[3] - h[0] + v)); // Set flat world normal - overriden if bilerp is true vec3 w_normal = index_normal[3]; // Branching smooth normals must be done seperatley for correct normals at all 4 index ids if (bilerp) { // 5 lookups // Fetch the additional required height values for smooth normals h[1] = texelFetch(_height_maps, indexUV[1], 0).r; // 3 (1,1) h[4] = texelFetch(_height_maps, get_index_coord(index_id + offsets.yz, FRAGMENT_PASS), 0).r; // 4 (1,2) h[5] = texelFetch(_height_maps, get_index_coord(index_id + offsets.zy, FRAGMENT_PASS), 0).r; // 5 (2,1) h[6] = texelFetch(_height_maps, get_index_coord(index_id + offsets.zx, FRAGMENT_PASS), 0).r; // 6 (2,0) h[7] = texelFetch(_height_maps, get_index_coord(index_id + offsets.xz, FRAGMENT_PASS), 0).r; // 7 (0,2) // Calculate the normal for the remaining index ids. index_normal[0] = normalize(vec3(h[0] - h[1] + u, _vertex_spacing, h[0] - h[7] + v)); index_normal[1] = normalize(vec3(h[1] - h[5] + u, _vertex_spacing, h[1] - h[4] + v)); index_normal[2] = normalize(vec3(h[2] - h[6] + u, _vertex_spacing, h[2] - h[1] + v)); // Set interpolated world normal w_normal = index_normal[0] * weights[0] + index_normal[1] * weights[1] + index_normal[2] * weights[2] + index_normal[3] * weights[3] ; } // Apply terrain normals vec3 w_tangent = normalize(cross(w_normal, vec3(0.0, 0.0, 1.0))); vec3 w_binormal = normalize(cross(w_normal, w_tangent)); NORMAL = mat3(VIEW_MATRIX) * w_normal; TANGENT = mat3(VIEW_MATRIX) * w_tangent; BINORMAL = mat3(VIEW_MATRIX) * w_binormal; // Apply PBR ALBEDO = vec3(.2); ROUGHNESS = .7; }