mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-14 00:23:50 +00:00
Two sources of visible chunk-boundary squares: 1. Derivative-based bump mapping (bumpStrength=9) used dFdx/dFdy which are invalid across draw-call boundaries, producing strong normal discontinuities at every chunk edge. Fade bump to zero near chunk edges using LayerUV as the chunk-space distance metric. 2. sampleAlpha used an abrupt step() to switch between point-sampled and 4-tap-blurred alpha, creating a visible ring 2 texels from each chunk edge. Replace with smoothstep transition and a 5-tap average that includes the center sample.
137 lines
5.1 KiB
GLSL
137 lines
5.1 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(set = 1, binding = 0) uniform sampler2D uBaseTexture;
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layout(set = 1, binding = 1) uniform sampler2D uLayer1Texture;
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layout(set = 1, binding = 2) uniform sampler2D uLayer2Texture;
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layout(set = 1, binding = 3) uniform sampler2D uLayer3Texture;
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layout(set = 1, binding = 4) uniform sampler2D uLayer1Alpha;
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layout(set = 1, binding = 5) uniform sampler2D uLayer2Alpha;
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layout(set = 1, binding = 6) uniform sampler2D uLayer3Alpha;
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layout(set = 1, binding = 7) uniform TerrainParams {
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int layerCount;
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int hasLayer1;
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int hasLayer2;
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int hasLayer3;
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};
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layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 3) in vec2 LayerUV;
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layout(location = 0) out vec4 outColor;
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const float SHADOW_TEXEL = 1.0 / 4096.0;
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float sampleShadowPCF(sampler2DShadow smap, vec3 coords) {
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float shadow = 0.0;
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for (int x = -1; x <= 1; ++x) {
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for (int y = -1; y <= 1; ++y) {
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shadow += texture(smap, vec3(coords.xy + vec2(x, y) * SHADOW_TEXEL, coords.z));
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}
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}
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return shadow / 9.0;
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}
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float sampleAlpha(sampler2D tex, vec2 uv) {
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// Smooth 5-tap box near chunk edges to hide alpha-map seams;
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// blends gradually to avoid a visible ring at the transition.
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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 blurWeight = 1.0 - smoothstep(0.5 / 64.0, 3.0 / 64.0, border);
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float center = texture(tex, uv).r;
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if (blurWeight < 0.001) return center;
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vec2 texel = vec2(1.0 / 64.0);
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float avg = center;
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avg += texture(tex, uv + vec2(-texel.x, 0.0)).r;
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avg += texture(tex, uv + vec2( texel.x, 0.0)).r;
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avg += texture(tex, uv + vec2(0.0, -texel.y)).r;
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avg += texture(tex, uv + vec2(0.0, texel.y)).r;
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avg *= 0.2;
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return mix(center, avg, blurWeight);
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}
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void main() {
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vec4 baseColor = texture(uBaseTexture, TexCoord);
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// WoW terrain: layers are blended sequentially, each on top of the previous result.
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// Alpha=1 means the layer fully covers everything below; alpha=0 means invisible.
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vec4 finalColor = baseColor;
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if (hasLayer1 != 0) {
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float a1 = sampleAlpha(uLayer1Alpha, LayerUV);
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finalColor = mix(finalColor, texture(uLayer1Texture, TexCoord), a1);
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}
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if (hasLayer2 != 0) {
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float a2 = sampleAlpha(uLayer2Alpha, LayerUV);
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finalColor = mix(finalColor, texture(uLayer2Texture, TexCoord), a2);
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}
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if (hasLayer3 != 0) {
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float a3 = sampleAlpha(uLayer3Alpha, LayerUV);
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finalColor = mix(finalColor, texture(uLayer3Texture, TexCoord), a3);
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}
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vec3 norm = normalize(Normal);
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// Derivative-based normal mapping: perturb vertex normal using texture detail.
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// Fade out with distance and near chunk edges (dFdx/dFdy are invalid across
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// chunk draw-call boundaries, producing visible seams if not faded).
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float fragDist = length(viewPos.xyz - FragPos);
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float bumpFade = 1.0 - smoothstep(50.0, 125.0, fragDist);
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float edgeDist = min(min(LayerUV.x, 1.0 - LayerUV.x), min(LayerUV.y, 1.0 - LayerUV.y));
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bumpFade *= smoothstep(0.0, 0.06, edgeDist);
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if (bumpFade > 0.001) {
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float lum = dot(finalColor.rgb, vec3(0.299, 0.587, 0.114));
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float dLdx = dFdx(lum);
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float dLdy = dFdy(lum);
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vec3 dpdx = dFdx(FragPos);
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vec3 dpdy = dFdy(FragPos);
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float bumpStrength = 9.0 * bumpFade;
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vec3 perturbation = (dLdx * cross(norm, dpdy) + dLdy * cross(dpdx, norm)) * bumpStrength;
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vec3 candidate = norm - perturbation;
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float len2 = dot(candidate, candidate);
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norm = (len2 > 1e-8) ? candidate * inversesqrt(len2) : norm;
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}
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vec3 lightDir2 = normalize(-lightDir.xyz);
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vec3 ambient = ambientColor.rgb * finalColor.rgb;
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float diff = max(abs(dot(norm, lightDir2)), 0.2);
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vec3 diffuse = diff * lightColor.rgb * finalColor.rgb;
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float shadow = 1.0;
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if (shadowParams.x > 0.5) {
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vec3 ldir = normalize(-lightDir.xyz);
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float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
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vec3 biasedPos = FragPos + norm * normalOffset;
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vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w;
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proj.xy = proj.xy * 0.5 + 0.5;
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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) {
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float bias = max(0.0005 * (1.0 - abs(dot(norm, ldir))), 0.00005);
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shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
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shadow = mix(1.0, shadow, shadowParams.y);
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}
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}
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vec3 result = ambient + shadow * diffuse;
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float fogFactor = clamp((fogParams.y - fragDist) / (fogParams.y - fogParams.x), 0.0, 1.0);
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result = mix(fogColor.rgb, result, fogFactor);
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outColor = vec4(result, 1.0);
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}
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