#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(set = 1, binding = 0) uniform sampler2D uTexture; layout(set = 1, binding = 2) uniform M2Material { int hasTexture; int alphaTest; int colorKeyBlack; float colorKeyThreshold; int unlit; int blendMode; float fadeAlpha; float interiorDarken; float specularIntensity; }; layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap; layout(location = 0) in vec3 FragPos; layout(location = 1) in vec3 Normal; layout(location = 2) in vec2 TexCoord; layout(location = 3) flat in vec3 InstanceOrigin; layout(location = 4) in float ModelHeight; layout(location = 0) out vec4 outColor; const float SHADOW_TEXEL = 1.0 / 4096.0; float sampleShadowPCF(sampler2DShadow smap, vec3 coords) { float shadow = 0.0; for (int x = -1; x <= 1; ++x) { for (int y = -1; y <= 1; ++y) { shadow += texture(smap, vec3(coords.xy + vec2(x, y) * SHADOW_TEXEL, coords.z)); } } return shadow / 9.0; } // 4x4 Bayer dither matrix (normalized to 0..1) float bayerDither4x4(ivec2 p) { int idx = (p.x & 3) + (p.y & 3) * 4; float m[16] = float[16]( 0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0, 12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0, 3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0, 15.0/16.0, 7.0/16.0, 13.0/16.0, 5.0/16.0 ); return m[idx]; } void main() { vec4 texColor = hasTexture != 0 ? texture(uTexture, TexCoord) : vec4(1.0); bool isFoliage = (alphaTest == 2); // Fix DXT fringe: transparent edge texels have garbage (black) RGB. // At low alpha the original RGB is untrustworthy — replace with the // averaged color from nearby opaque texels (high mip). The lower // the alpha the more we distrust the original color. if (alphaTest != 0 && texColor.a > 0.01 && texColor.a < 1.0) { vec3 mipColor = textureLod(uTexture, TexCoord, 4.0).rgb; // trust = 0 at alpha 0, trust = 1 at alpha ~0.9 float trust = smoothstep(0.0, 0.9, texColor.a); texColor.rgb = mix(mipColor, texColor.rgb, trust); } float alphaCutoff = 0.5; if (alphaTest == 2) { alphaCutoff = 0.4; } else if (alphaTest == 3) { alphaCutoff = 0.25; } else if (alphaTest != 0) { alphaCutoff = 0.4; } if (alphaTest != 0 && texColor.a < alphaCutoff) { discard; } if (colorKeyBlack != 0) { float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114)); if (lum < colorKeyThreshold) discard; } if (blendMode == 1 && texColor.a < 0.004) discard; // Per-instance color variation (foliage only) if (isFoliage) { float hash = fract(sin(dot(InstanceOrigin.xy, vec2(127.1, 311.7))) * 43758.5453); float hueShiftR = 1.0 + (hash - 0.5) * 0.16; // ±8% red float hueShiftB = 1.0 + (fract(hash * 7.13) - 0.5) * 0.16; // ±8% blue float brightness = 0.85 + hash * 0.30; // 85–115% texColor.rgb *= vec3(hueShiftR, 1.0, hueShiftB) * brightness; } vec3 norm = normalize(Normal); bool foliageTwoSided = (alphaTest == 2); if (!foliageTwoSided && !gl_FrontFacing) norm = -norm; // Detail normal perturbation (foliage only) — UV-based only so wind doesn't cause flicker if (isFoliage) { float nx = sin(TexCoord.x * 12.0 + TexCoord.y * 5.3) * 0.10; float ny = sin(TexCoord.y * 14.0 + TexCoord.x * 4.7) * 0.10; norm = normalize(norm + vec3(nx, ny, 0.0)); } vec3 ldir = normalize(-lightDir.xyz); float nDotL = dot(norm, ldir); float diff = foliageTwoSided ? abs(nDotL) : max(nDotL, 0.0); vec3 result; if (unlit != 0) { result = texColor.rgb; } else { vec3 viewDir = normalize(viewPos.xyz - FragPos); float spec = 0.0; float shadow = 1.0; if (!isFoliage) { vec3 halfDir = normalize(ldir + viewDir); spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity; } if (shadowParams.x > 0.5) { float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir))); vec3 biasedPos = FragPos + norm * normalOffset; vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0); vec3 proj = lsPos.xyz / lsPos.w; proj.xy = proj.xy * 0.5 + 0.5; if (proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0 && proj.z >= 0.0 && proj.z <= 1.0) { float bias = max(0.0005 * (1.0 - abs(dot(norm, ldir))), 0.00005); shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias)); } shadow = mix(1.0, shadow, shadowParams.y); } // Leaf subsurface scattering (foliage only) — uses stable normal, no FragPos dependency vec3 sss = vec3(0.0); if (isFoliage) { float backLit = max(-nDotL, 0.0); float viewDotLight = max(dot(viewDir, -ldir), 0.0); float sssAmount = backLit * pow(viewDotLight, 4.0) * 0.35 * texColor.a; sss = sssAmount * vec3(1.0, 0.9, 0.5) * lightColor.rgb; } result = ambientColor.rgb * texColor.rgb + shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb) + sss; if (interiorDarken > 0.0) { result *= mix(1.0, 0.5, interiorDarken); } } // Canopy ambient occlusion (foliage only) if (isFoliage) { float normalizedHeight = clamp(ModelHeight / 18.0, 0.0, 1.0); float aoFactor = mix(0.55, 1.0, smoothstep(0.0, 0.6, normalizedHeight)); result *= aoFactor; } float dist = length(viewPos.xyz - FragPos); float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0); result = mix(fogColor.rgb, result, fogFactor); float outAlpha = texColor.a * fadeAlpha; // Cutout materials should not remain partially transparent after discard, // otherwise foliage cards look view-dependent. if (alphaTest != 0 || colorKeyBlack != 0) { outAlpha = fadeAlpha; } // Foliage cutout should stay opaque after alpha discard to avoid // view-angle translucency artifacts. if (alphaTest == 2 || alphaTest == 3) { outAlpha = 1.0 * fadeAlpha; } outColor = vec4(result, outAlpha); }