Files
blight/blight-assets/src/main/resources/Shaders/BakedTerrain.frag
2026-08-10 12:33:10 +02:00

92 lines
2.7 KiB
GLSL

uniform sampler2DArray m_DiffuseArray;
uniform float m_DiffuseScales[12];
uniform sampler2D m_AlphaMap;
#ifdef HAS_ALPHA_1
uniform sampler2D m_AlphaMap_1;
#endif
#ifdef HAS_ALPHA_2
uniform sampler2D m_AlphaMap_2;
#endif
#ifdef HAS_STEEP
uniform int m_SteepIndex;
#endif
uniform vec3 m_LightDir;
uniform vec3 m_SunColor;
uniform vec3 m_AmbientColor;
uniform vec3 g_CameraPosition;
in vec3 vWorldPos;
in vec3 vNormal;
out vec4 outColor;
#ifdef HAS_STEEP
// Triplanare Textur-Abfrage aus einem Sampler2DArray-Layer
vec4 triplanarArray(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 bw, int idx) {
return texture(m_DiffuseArray, vec3(uvX, float(idx))) * bw.x
+ texture(m_DiffuseArray, vec3(uvY, float(idx))) * bw.y
+ texture(m_DiffuseArray, vec3(uvZ, float(idx))) * bw.z;
}
#endif
void main() {
// World-space splatmap UV (identisch zur Painting-Logik in TerrainEditorState)
vec2 splatUV = vec2(
(vWorldPos.x + 2048.0) / 4096.0,
1.0 - (vWorldPos.z + 2048.0) / 4096.0
);
vec4 a0 = texture(m_AlphaMap, splatUV);
vec4 a1 = vec4(0.0);
vec4 a2 = vec4(0.0);
#ifdef HAS_ALPHA_1
a1 = texture(m_AlphaMap_1, splatUV);
#endif
#ifdef HAS_ALPHA_2
a2 = texture(m_AlphaMap_2, splatUV);
#endif
float overlays[11] = float[](a0.g, a0.b, a0.a,
a1.r, a1.g, a1.b, a1.a,
a2.r, a2.g, a2.b, a2.a);
// Basis (Slot 1)
vec4 col = texture(m_DiffuseArray, vec3(vWorldPos.xz / m_DiffuseScales[0], 0.0));
// Overlays (Slots 2-12) sequentiell darüber mischen
for (int i = 0; i < 11; i++) {
if (overlays[i] > 0.001) {
vec2 uv = vWorldPos.xz / m_DiffuseScales[i + 1];
col = mix(col, texture(m_DiffuseArray, vec3(uv, float(i + 1))), overlays[i]);
}
}
#ifdef HAS_STEEP
// Klippen-Textur: Triplanar auf steilen Flächen (identisch zu Voxel.frag)
vec3 bw = pow(abs(vNormal), vec3(4.0));
bw /= (bw.x + bw.y + bw.z + 0.001);
float steepScale = m_DiffuseScales[m_SteepIndex];
vec2 uvX = vWorldPos.yz / steepScale;
vec2 uvZ = vWorldPos.xy / steepScale;
float flatBlend = smoothstep(0.70, 0.90, vNormal.y);
float steepBlend = 1.0 - flatBlend;
vec4 steepCol = triplanarArray(uvX, vWorldPos.xz / steepScale, uvZ, bw, m_SteepIndex);
col = col * flatBlend + steepCol * steepBlend;
#endif
vec3 N = normalize(vNormal);
vec3 lightDir = normalize(m_LightDir);
float diff = max(dot(N, lightDir), 0.0);
vec3 light = m_AmbientColor + m_SunColor * diff;
const float BRIGHTNESS = 0.80;
#ifdef DEBUG_NO_LIGHT
outColor = vec4(col.rgb * BRIGHTNESS, col.a);
#else
outColor = vec4(col.rgb * light * BRIGHTNESS, col.a);
#endif
}