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https://github.com/Kelsidavis/WoWee.git
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Reduce terrain texture seams
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9f19d9fa1a
commit
a7c0b4320b
2 changed files with 40 additions and 11 deletions
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@ -63,6 +63,23 @@ float calcShadow() {
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return mix(1.0, shadow, coverageFade);
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}
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float sampleAlpha(sampler2D tex, vec2 uv) {
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// Slight blur near alpha-map borders to hide seams between chunks.
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vec2 edge = min(uv, 1.0 - uv);
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float border = min(edge.x, edge.y);
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float doBlur = step(border, 2.0 / 64.0); // within ~2 texels of edge
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if (doBlur < 0.5) {
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return texture(tex, uv).r;
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}
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vec2 texel = vec2(1.0 / 64.0);
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float a = 0.0;
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a += texture(tex, uv + vec2(-texel.x, 0.0)).r;
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a += texture(tex, uv + vec2(texel.x, 0.0)).r;
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a += texture(tex, uv + vec2(0.0, -texel.y)).r;
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a += texture(tex, uv + vec2(0.0, texel.y)).r;
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return a * 0.25;
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}
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void main() {
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// Sample base texture
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vec4 baseColor = texture(uBaseTexture, TexCoord);
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@ -71,22 +88,32 @@ void main() {
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// Apply texture layers with alpha blending
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// TexCoord = tiling UVs for texture sampling (repeats across chunk)
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// LayerUV = 0-1 per-chunk UVs for alpha map sampling
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float a1 = uHasLayer1 ? sampleAlpha(uLayer1Alpha, LayerUV) : 0.0;
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float a2 = uHasLayer2 ? sampleAlpha(uLayer2Alpha, LayerUV) : 0.0;
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float a3 = uHasLayer3 ? sampleAlpha(uLayer3Alpha, LayerUV) : 0.0;
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// Normalize weights to reduce quilting seams at chunk borders.
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float w0 = 1.0;
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float w1 = a1;
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float w2 = a2;
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float w3 = a3;
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float sum = w0 + w1 + w2 + w3;
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if (sum > 0.0) {
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w0 /= sum; w1 /= sum; w2 /= sum; w3 /= sum;
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}
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finalColor = baseColor * w0;
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if (uHasLayer1) {
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vec4 layer1Color = texture(uLayer1Texture, TexCoord);
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float alpha1 = texture(uLayer1Alpha, LayerUV).r;
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finalColor = mix(finalColor, layer1Color, alpha1);
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finalColor += layer1Color * w1;
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}
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if (uHasLayer2) {
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vec4 layer2Color = texture(uLayer2Texture, TexCoord);
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float alpha2 = texture(uLayer2Alpha, LayerUV).r;
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finalColor = mix(finalColor, layer2Color, alpha2);
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finalColor += layer2Color * w2;
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}
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if (uHasLayer3) {
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vec4 layer3Color = texture(uLayer3Texture, TexCoord);
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float alpha3 = texture(uLayer3Alpha, LayerUV).r;
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finalColor = mix(finalColor, layer3Color, alpha3);
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finalColor += layer3Color * w3;
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}
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// Normalize normal
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@ -214,9 +214,11 @@ std::vector<TerrainVertex> TerrainMeshGenerator::generateVertices(const MapChunk
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vertex.normal[2] = 1.0f;
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}
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// Texture coordinates (0-1 per chunk, tiles with GL_REPEAT)
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vertex.texCoord[0] = offsetX / 8.0f;
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vertex.texCoord[1] = offsetY / 8.0f;
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// Texture coordinates: world-aligned so patterns don't reset per chunk.
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// Keep one texture repeat per chunk (matches prior scale).
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constexpr float texScale = 1.0f / CHUNK_SIZE;
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vertex.texCoord[0] = -vertex.position[1] * texScale;
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vertex.texCoord[1] = -vertex.position[0] * texScale;
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// Layer UV for alpha map sampling (0-1 range per chunk).
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// Sample at texel centers of the 64x64 alpha map to avoid edge seams.
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