1222 lines
41 KiB
C++
1222 lines
41 KiB
C++
// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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// WS30 terrain - Landclass search functions used by fragment shaders
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// Split off from from ws30-ALS-ultra.frag
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//////////////////////////////////////////////////////////////////
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// TEST PHASE TOGGLES AND CONTROLS FOR PROFILING ON DIFFERENT GPUS
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//
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// Instructions for power users:
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// Change the numbers for values and controls, save the file, and
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// reload shaders to compare the difference.
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// In-sim menu > debug > configure development extensions > reload shaders.
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// It's safe to tinker with things in this section.
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// At worst the terrain will look odd. If there's an error or a stray
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// character, the shader will just not compile - the terrain changes
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// appearance to black.
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// Simply try again and hit reload shaders button. You can also save a backup
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// of this file.
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// "//" means everything on that line is a comment.
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// Lines assigning numbers to variables end in a ";"
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// Testing performance:
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// Use the UFO or video assistant. Turn all scenery layers off (vegetation,
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// buildings, random scenery objects etc.).
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// The terrain quality shader level determines the shaders used. Set it to ultra.
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// The view should be 100% terrain. No sky. Try to minimise parts of terrain
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// or scenery rendered by other shaders, as the results will be inaccurate.
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// Avoid clouds in view. Minimise water in view.
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// WS3 OSM roads must be turned off to get accurate results:
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// in-sim menu > view > adjust LoD ranges > set all "Minimum Line Feature
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// Width" sliders to 50m (move sliders slightly if initial value = 9999).
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// Going closer or reducing FoV works, but these also can change performance.
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// Looking towards the horizon at high altitude may cause perfomance to be CPU
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// bound due to OSG scene traveral.
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// Remember to mention factors that change performance:
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// resolution, the rough area (regional definitions at work), altitude,
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// WS3 scenery package, AA settings, driver control panel settings and overrides
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// - (you can set these to application controlled)
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// Comparing performance:
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// GPU bound: To use FPS to compare performance you must be bottlenecked by
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// the GPU (GPU bound).
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// When GPU bound (fragment bound), changing the window size slightly should
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// result in a change in FPS.
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// You can also tell if you are GPU bound, as GPU utilisation will be 100%.
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// Change in performance = FPS2/FPS1.
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// e.g. increase of 15 FPS to 30 FPS = 30/15 = 2x or 200% increase.
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// Not GPU bound: If your bottleneck is not the GPU, you need to measure
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// GPU utilisation.
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// GPU utilisation is the GPU load - it will be less than 100%.
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// Change in performance = utilisation1/utilisation2.
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// e.g. Drop from 40% to 20% = 40/20 = 2x increase in performance or
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// doubling of FPS. e.g 40% to 30% = 40/30 = 1.33x increase.
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// CPU bound FPS limit: You can usually find your CPU bound FPS limit by
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// reducing window size until FPS stops increasing. This depends on what's
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// in view.
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// To Compare performace with WS2: untick the WS3 tick box in render settings,
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// and make sure both WS2 and WS3 are GPU bound, and not CPU bound.
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//
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// Note:
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// Ensure in-sim menu > view > rendering options > throttle FPS is off.
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// Ensure vsync is off.
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// Ensure WS3 OSM roads are off (see testing performance section).
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// Make sure your power plan is set to maximum or balanced in Windows, or
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// results could be inaccurate - laptops may be on a power saving plan
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// by default.
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// To test: All transitions are off by default. Set both remove squareness and
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// enable large scale transitions to 1 to get a quality with most features
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// turned on.
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// Maximum number of neighbor landclass textures to lookup if neighbors are found.
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// The more landclass textures are looked up the more pressure on VRAM.
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// Performance hit varies by altitude and how small the landclass blobs are.
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// More ground texture lookups may run slower on older generation GPUs - test and see.
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// Possible values: 0,1,2. Default: 2. To see texture mixing transitions you need 1 or 2.
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const int max_neighbor_landclass_texture_lookups = 2;
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// Small scale transition controls
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// Remove squareness due to landclass texture by growing higher priority neighbors.
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// This adds 2 extra lookups of the landclass texture, and one math/noise lookup.
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// Large scale transition searches do not use this - as it triples the number of
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// landclass texture acceses, as well as adding 1 noise lookup per search point.
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// This should be expected to be used on old GPUs, except when running at the absolute
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// lowest graphics quality. It's faster than large scale transition searches.
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// Possible values: 1:enabled, 0:disabled. Default:0
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const int remove_squareness_from_landclass_texture = 0;
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// Transition at landclass texel scale
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// Mix in neighbor textures so landclass boundaries are not hard at the
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// landclass texel scale.
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// Note: Disable enable large scale transition search, if using this.
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// This needs extra ground texture lookups. It looks fine with 1 extra lookup.
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// This can be combined with removing squareness by growing borders.
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// Possible values: 1:enabled, 0:disabled
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const int use_landclass_texel_scale_transition_only = 0;
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// Large scale transition controls
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// Enable large scale transitions: 1=on, 0=off
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// Disable use landclass texel scale transition, if using this.
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const int enable_large_scale_transition_search = 1;
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// The search pattern is center + n points in four directions forming a cross.
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// e.g. 1 search point = 1 + 4 * 1 = 5 points total.
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// 4 search points: 17 total. 10 search points = 41
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// The transition distance is the distance from the center to the furtherst
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// point in any direction.
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// Landclass transition search distance in meters
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// Note: transitions occur on both sides of the landclass borders.
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// The width of the transition is equal to 2x this value.
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// Default: 100m
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const float transition_search_distance_in_m = 130.0;
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// Number of points to search in any direction, in addition to this fragment
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// Default:4 points. Fewer points results in a less smooth transition (more banding)
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// Choose the lowest number of points to get a desired transition quality.
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const int num_search_points_in_a_direction = 4;
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// Landclass transition weightings options
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// More options mean slightly more GPU math load
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//
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// Use 2nd closest neighbour for transition weighting.
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// Note this won't lookup a ground texture by itself, just sort through results
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// Possible values: 1:enable, 0=disable. Default: 1
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const int enable_2nd_closest_neighbor_for_large_scale_transition_weights = 0;
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// Enable dithering to smooth transitions by reducing visible banding
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// Possible values: 1=enable, 0=disable. Default = 1
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const int enable_dithering_for_large_scale_transitions = 1;
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// Scale of dithering as a faction of the size of the bands - distance between
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// search points (=transition distance / number of steps)
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// 0.2 seems to work ok - not real need to tinker with this.
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// Different values won't change performance.
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const float dithering_noise_wavelength_as_fraction_of_step_size = 0.2;
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// Grow the borders of landclasses a bit when large scale transitions are used
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// Higher priority landclasses grow onto lower priority ones.
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// Landclass numbers are used as a placeholder for landclass priority.
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// This works by changing the weighting in the transition region using a
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// noise lookup
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// Possibe values: 0=off, 1=on. Default:0
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const int grow_landclass_borders_with_large_scale_transition = 1;
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// Use the edge-hardness parameter from materials.xml to determine
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// weighting of the landclass in transitions
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const int use_edge_hardness_with_large_scale_transition = 0;
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//////////////////////////////////////////////////////////////////
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// Advanced controls - these are for testing scenery generation and rendering
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// Landclass source:
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// Possible values: Default=1;
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// 0=Normal landclass texture, 1 = Random landclass squares along s and t axes.
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// Choose 1 to test impact of searching a texture. You should normally leave
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// it at default.
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const int landclass_source = 0;
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// Random landclass square size in meters. Remember to adjust transition search distance.
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// Default: 200m
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const float random_landclass_square_size_in_m = 3.3*transition_search_distance_in_m;
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// Detiling noise source
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// Possible values: 0 = texture source, 1 = math source
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// The texture source still shows some tiling. The math source detiles better, but might
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// be slightly slower.
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const int detiling_noise_type = 1;
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// Development tools - 2 controls, now located at the top of WS30-ALS-ultra.frag:
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// 1. Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
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// Keeps the calculation overhead. This can be used for profiling.
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// 2. Remove haze and lighting and shows just the texture.
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// Useful for checking texture rendering and scenery.
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// The compiler will likely optimise out the haze and lighting calculations.
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//
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// Debugging: ground texture array lookup function
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// Possible values:
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// 0: Normal: TextureGrad() with partial derivatives. GLSL 1.30.
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// 1: textureLod() using partial derivatives to manually calculate LoD. GLSL 1.20
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// 2: texture() without partial derivatives. GLSL 1.20
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const int tex_lookup_type = 0;
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//
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// End of test phase controls
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//////////////////////////////////////////////////////////////////
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//////////////////////////
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// Test-phase code:
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// Uniforms used by landclass search functions.
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// If any uniforms change name or form, remember to update here and in fragment shaders.
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uniform sampler2D landclass;
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uniform sampler2DArray textureArray;
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uniform sampler2D perlin;
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// Passed from VPBTechnique, not the Effect
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uniform float fg_tileWidth;
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uniform float fg_tileHeight;
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uniform bool fg_photoScenery;
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uniform vec4 fg_dimensionsArray[128];
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uniform vec4 fg_ambientArray[128];
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uniform vec4 fg_diffuseArray[128];
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uniform vec4 fg_specularArray[128];
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uniform vec4 fg_textureLookup1[128];
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uniform vec4 fg_textureLookup2[128];
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uniform mat4 fg_zUpTransform;
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uniform vec3 fg_modelOffset;
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// These should be sent as uniforms
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// Tile dimensions in meters
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// vec2 tile_size = vec2(tile_width , tile_height);
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// Testing: texture coords are sent flipped right now:
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vec2 tile_size = vec2(fg_tileHeight , fg_tileWidth);
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// These are defined in noise.frag
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float rand2D(in vec2 co);
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float Noise2D(in vec2 coord, in float wavelength);
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// Generates a full precision 32 bit random number from 2 seeds
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// as well as 6 random integers between 0 and factor that are rescaled 0.0-1.0
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// by re-using the significant figures from the full precision number.
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// This avoids having to generate 6 random numbers when
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// limited variation is needed: say 6 numbers with 100 levels (i.e between 0 and 100).
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// Seed 2 is incremented so the function can be called again to generate
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// a different set of numbers
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float get6_rand_nums(in float PRNGseed1, inout float PRNGseed2, float factor, out float [6] random_integers)
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{
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float r = fract(sin(dot(vec2(PRNGseed1,PRNGseed2),vec2(12.9898,78.233))) * 43758.5453);
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// random number left over after extracting some decimal places
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float rlo = r;
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// To look at: can this be made simd friendly?
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for (int i=0;i<6;i++)
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{
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rlo = (rlo*factor);
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random_integers[i] = floor(rlo)/factor;
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rlo = fract(rlo);
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}
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PRNGseed2+=1.0;
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return r;
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}
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// Create random landclasses without a texture lookup to stress test.
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// Each square of square_size in m is assigned a random landclass value.
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int get_random_landclass(in vec2 co, in vec2 tile_size)
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{
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float r = rand2D( floor(vec2(co.s*tile_size.x, co.t*tile_size.y)/random_landclass_square_size_in_m) );
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int lc = int(r*48.0); // only 48 landclasses mapped so far
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return lc;
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}
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/*
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// Look up stretching scale of ground textures for the base texture.
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// Note terrain default effect only has controls for the texture stretching dimensions for the base texture.
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// Non-base textures use hardcoded stretching of the ground texture coords, which are in units of meters.
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vec2 get_ground_texture_scale(in int lc)
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{
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// Look up stretching dimensions of ground textures in m - scaled to
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// fit in [0..1], so rescale
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vec2 g_texture_stretch_dim = fg_dimensionsArray[lc].st;
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return (tile_size.xy / g_texture_stretch_dim.xy);
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}
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*/
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// Look up texture coordinates and stretching scale of ground textures for the base texture.
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// Note terrain default effect only has controls for the texture stretching dimensions for the base texture.
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// Non-base textures use hardcoded stretching of the ground texture coords, which are in units of meters.
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void get_ground_texture_data(in int lc, in vec2 tile_coord,
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out vec2 st, out vec2 g_texture_scale, inout vec4 dFdx_and_dFdy)
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{
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// Look up stretching dimensions of ground textures in m - scaled to
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// fit in [0..1], so rescale
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vec2 g_texture_stretch_dim = fg_dimensionsArray[lc].st;
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g_texture_scale = tile_size.xy / g_texture_stretch_dim.xy;
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// Correct partial derivatives to account for stretching of different textures
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dFdx_and_dFdy = dFdx_and_dFdy * vec4(g_texture_scale.st, g_texture_scale.st);
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// Ground texture coords
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st = g_texture_scale * tile_coord.st;
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}
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// Rotate texture using the perlin texture as a mask to reduce tiling.
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// type=0: use perlin texture, type = 1: use Noise2D to avoid texture lookup
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// Testing: if this or get_ground_texture_data used in final WS3 to handle
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// many base texture lookups, see if optimising to handle many inputs helps
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// (vectorising Noise2D versus just many texture calls)
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// To do: adjust for non-tile based ground coords.
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vec2 detile_texcoords_with_perlin_noise(in vec2 st, in vec2 ground_texture_scale,
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in vec2 tile_coord, inout vec4 dFdx_and_dFdy)
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{
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vec4 dxdy = dFdx_and_dFdy;
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vec2 pnoise;
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// Ratio tile dimensions are stretched relative to s.
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// Tiles may not have equal dimensions.
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vec2 stretch_r = tile_size.st/tile_size.s;
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// Note: unresolved texture discontinuties (i.e. mipmap problems) with unequal stretch factors
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const vec2 local_stretch_factors = vec2(8.0, 8.0 /*16.0*/);
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if (detiling_noise_type==1)
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{
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pnoise[0] = texture(perlin, st / local_stretch_factors[0]).r;
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pnoise[1] = texture(perlin, - st / local_stretch_factors[1]).r;
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}
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else
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{
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//Testing: Non texture alternative
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// Estimate of wavelength in /Textures/perlin.png in normalised texture coords
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const float ptex_wavelength = (1.0/7.0);
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pnoise[0] = Noise2D(st / (local_stretch_factors[0]), ptex_wavelength);
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pnoise[1] = Noise2D(-st / (local_stretch_factors[1]), ptex_wavelength);
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}
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if (pnoise[0] >= 0.5)
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{
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// To do: fix once ground coords are no longer tile based
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st = ground_texture_scale.st * (tile_coord * stretch_r).ts;
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// Get back original partial derivatives by undoing
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// previous texture stretching adjustment done in get_ground_data
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dxdy = dxdy / vec4(ground_texture_scale.st, ground_texture_scale.st);
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// Recalculate new derivatives
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vec2 factor = ground_texture_scale.st * stretch_r.ts;
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dxdy.st = dxdy.ts * factor;
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dxdy.pq = dxdy.qp * factor;
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}
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if (pnoise[1] >= 0.5)
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{
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st = -st; dxdy = -dxdy;
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}
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dFdx_and_dFdy = dxdy;
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return st;
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}
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// Lookup a ground texture at a point based on the landclass at that point, without visible
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// seams at coordinate discontinuities or at landclass boundaries where texture are switched.
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// The partial derivatives of the tile_coord at the fragment is needed to adjust for
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// the stretching of different textures, so that the correct mip-map level is looked
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// up and there are no seams.
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// Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture,
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// 4: mix texture, 5: detail texture.
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vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id,
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in vec4 dFdx_and_dFdy)
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{
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// Testing: may be able to save 1 or 2 op slots by combining dx/dy in a vec4 and
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// using swizzles which are free, but mostly operations are working independenly on s and t.
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// Only 1 place so far that just multiplies everything by a scalar.
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vec2 st;
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vec2 g_tex_coord = ground_texture_coord;
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vec2 g_texture_scale;
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vec4 texel;
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int lc = landclass_id;
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vec4 dxdy = dFdx_and_dFdy;
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// Find the index of the specified texture type (e.g. mix or gradient texture ) in
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// the ground texture lookup array.
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// Since texture_type is a constant in the fragment shader, there should be no performance hit for branching.
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int tex_idx = 0;
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int type = texture_type;
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// Index for the base texture is contained fg_textureLookup1[lc].r
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if (type == 0) tex_idx = int(uint(fg_textureLookup1[lc].r * 255.0 + 0.5));
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// Grain texture is material texture slot 14, the index of which is mapped to the r channel of fg_textureLookup2
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else if (type == 1) tex_idx = int(fg_textureLookup2[lc].r * 255.0 + 0.5);
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// Gradient texture is material texture 13, the index of which is mapped to the a channel of fg_textureLookup1
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else if (type == 2) tex_idx = int(fg_textureLookup1[lc].a * 255.0 + 0.5);
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// Dot texture is material texture 15, the index of which is mapped to the g channel of fg_textureLookup2
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else if (type == 3) tex_idx = int(fg_textureLookup2[lc].g * 255.0 + 0.5);
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// Mix texture is material texture 12, the index of which is mapped to the b channel of fg_textureLookup1
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else if (type == 4) tex_idx = int(fg_textureLookup1[lc].b * 255.0 + 0.5);
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// Detail texture is material texture 11, the index of which is mapped to the g channel of fg_textureLookup1
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else if (type == 5) tex_idx = int(fg_textureLookup1[lc].g * 255.0 + 0.5);
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if (type == 0)
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{
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// Scale normalised tile coords by stretching factor, and get info
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vec2 tile_coord = g_tex_coord;
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get_ground_texture_data(lc, tile_coord, st, g_texture_scale, dxdy);
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st = detile_texcoords_with_perlin_noise(st, g_texture_scale, tile_coord, dxdy);
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}
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else
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{
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st = g_tex_coord;
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}
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// Debugging: multiple texture lookup functions if there are issues
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// with old GPUs and compilers.
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if (tex_lookup_type == 0)
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{
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texel = textureGrad(textureArray, vec3(st, tex_idx), dxdy.st, dxdy.pq);
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}
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else if (tex_lookup_type == 1)
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{
|
|
float lod = max(length(dxdy.sp), length(dxdy.tq));
|
|
lod = log2(lod);
|
|
texel = textureLod(textureArray, vec3(st, tex_idx), lod);
|
|
}
|
|
else texel = texture(textureArray, vec3(st, tex_idx));
|
|
|
|
|
|
//texel = textureGrad(textureArray, vec3(st, tex_idx), dxdy.st, dxdy.pq);
|
|
return texel;
|
|
}
|
|
|
|
|
|
// Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment
|
|
// and any neighbor texels, then mix.
|
|
|
|
vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord,
|
|
in int landclass_id, in int num_unique_neighbors,
|
|
in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors,
|
|
in vec4 dFdx_and_dFdy
|
|
)
|
|
{
|
|
vec2 st = g_texture_coord;
|
|
int lc = landclass_id;
|
|
ivec4 lc_n = neighbor_texel_landclass_ids;
|
|
// Not implemented yet
|
|
int type = texture_type;
|
|
vec4 dxdy = dFdx_and_dFdy;
|
|
vec4 mfact = neighbor_mix_factors;
|
|
|
|
vec4 texel = lookup_ground_texture_array(0, st, lc, dxdy);
|
|
|
|
|
|
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
|
|
if (num_unique_neighbors != 0)
|
|
{
|
|
// Closest neighbor landclass
|
|
vec4 texel_closest = lookup_ground_texture_array(0, st, lc_n[0], dxdy);
|
|
|
|
// Neighbor contributions
|
|
vec4 texel_nc=texel_closest;
|
|
|
|
if (num_unique_neighbors > 1)
|
|
{
|
|
// 2nd Closest neighbor landclass
|
|
vec4 texel_2nd_closest = lookup_ground_texture_array(0, st, lc_n[1], dxdy);
|
|
|
|
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
|
|
}
|
|
|
|
texel = mix(texel, texel_nc, mfact[0]);
|
|
}
|
|
return texel;
|
|
}
|
|
|
|
|
|
// Landclass sources: texture or random
|
|
int read_landclass_id(in vec2 tile_coord)
|
|
{
|
|
int lc;
|
|
|
|
if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5));
|
|
else lc = (get_random_landclass(tile_coord.st, tile_size));
|
|
return lc;
|
|
}
|
|
|
|
|
|
int read_landclass_id_non_pixelated(in vec2 tile_coord,
|
|
const in float landclass_texel_size_m)
|
|
{
|
|
vec2 c0 = tile_coord;
|
|
vec2 sz = tile_size;
|
|
vec2 tsz = vec2(landclass_texel_size_m)/tile_size;
|
|
|
|
// Landclass sources: texture or random
|
|
int lc = read_landclass_id(c0);
|
|
|
|
return lc;
|
|
}
|
|
|
|
|
|
// Determine whether to grow a neighbor landclass onto current.
|
|
// 1 = grow neighbor, 0 = don't grow neighbor
|
|
float get_growth_priority(in int current_landclass, in int neighbor_landclass)
|
|
{
|
|
int lc1 = current_landclass;
|
|
int lc2 = neighbor_landclass;
|
|
return ((lc1 < lc2)?1.0:0.0);
|
|
}
|
|
|
|
|
|
// Determine whether to grow a one of 2 neighbor landclasses onto current.
|
|
// 1 = grow neighbor, 0 = don't grow neighbor
|
|
float get_growth_priority(in int current_landclass, in int neighbor_landclass1, in int neighbor_landclass2)
|
|
{
|
|
int lc1 = current_landclass;
|
|
int lc2 = neighbor_landclass1;
|
|
int lc3 = neighbor_landclass2;
|
|
return ((lc1 < max(lc2,lc3))?1.0:0.0);
|
|
}
|
|
|
|
|
|
int lookup_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
|
|
out ivec4 neighbor_texel_landclass_ids,
|
|
out int number_of_unique_neighbors_found, out vec4 landclass_neighbor_texel_weights)
|
|
{
|
|
|
|
// To do: fix landclass border artifacts, with all shaders.
|
|
|
|
vec4 dxdy = dFdx_and_dFdy;
|
|
|
|
// Number of unique neighbours found
|
|
int num_n = 0;
|
|
|
|
vec2 c0 = tile_coord;
|
|
vec2 sz = tile_size;
|
|
|
|
// Landclass sources: texture or random
|
|
int lc = read_landclass_id(c0);
|
|
int output_landclass = lc;
|
|
|
|
// Landclasses of up to 4 neighbor texels
|
|
ivec4 lc_n = ivec4(lc);
|
|
|
|
// Landclasses sorted
|
|
ivec4 lc_n_s;
|
|
|
|
// Combined weight from 2 neighbor texels
|
|
float w = 0.0;
|
|
|
|
// Landclass neighbor weights - for texel mixing only
|
|
vec4 lc_n_w = vec4(0.0);
|
|
|
|
// Test phase controls
|
|
if ( (remove_squareness_from_landclass_texture == 1) ||
|
|
( (use_landclass_texel_scale_transition_only == 1) &&
|
|
(enable_large_scale_transition_search == 0) )
|
|
)
|
|
{
|
|
|
|
|
|
// Remove squareness from the landclass texture due to nearest neighbour interpolation
|
|
// A landclass with higher growth priority grows on to an adjacent landclass
|
|
// with lower priority
|
|
|
|
// Landclass texture dimensions, in texels - Needs glsl 1.30+
|
|
// Probably best to just send as uniforms if texture sizes don't vary, or are fixed per terrain LoD level.
|
|
vec2 texture_dim_tx = vec2(textureSize(landclass, 0));
|
|
|
|
// Coordinates of current fragment, in texels
|
|
vec2 c0_tx = c0 * texture_dim_tx;
|
|
|
|
// Coordinates of the center of the current texel, in texels
|
|
// centers are n+(0.5,0.5) for n = 0,1,2...
|
|
vec2 ct_c0_tx = floor(c0_tx) + 0.5;
|
|
// center in normalised tex coords
|
|
vec2 ct_c0 = ct_c0_tx/texture_dim_tx;
|
|
|
|
// Landclass at center of current texel - same anywhere within a texel
|
|
int lc_ct = lc;
|
|
|
|
// Coords of centers of closest neighbors, in texels
|
|
vec2 c_n_tx[2];
|
|
|
|
|
|
// Coordinate of fragment relative to center of texel, in texels
|
|
vec2 c0_rel_ct_tx = c0_tx - ct_c0_tx;
|
|
|
|
float dist_ct = length(c0_rel_ct_tx);
|
|
|
|
// need to avoid division by 0?
|
|
if (dist_ct < 0.00001) dist_ct += 0.00001;
|
|
|
|
// Choose closest neighbor based on angle wrt. to
|
|
// c0, center of texel, and s & t axes.
|
|
// Choose the texel in the direction of the largest s & t component.
|
|
// NB: This method will select a diagonal neighbor if
|
|
// both components of c0_rel_ct_tx are equal to cos(45).
|
|
// Testing: look for a way that uses fewer instructions,
|
|
// maybe calculating 2 neighbors at once using a vec4.
|
|
|
|
//vec2 a = abs(c0_rel_ct_tx);
|
|
//offset_ct0 = ((a.s > a.t)?vec2(1.0,0.0):vec2(0.0,1.0))*sign(c0_rel_ct_tx);
|
|
|
|
// Vectorisable
|
|
const float cos45deg = cos(radians(45.0));
|
|
vec2 offset_ct0 = step(cos45deg, abs(c0_rel_ct_tx/dist_ct))
|
|
*sign(c0_rel_ct_tx);
|
|
|
|
c_n_tx[0] = (ct_c0_tx + offset_ct0);
|
|
|
|
// Landclass of closest neighbor
|
|
lc_n[0] = read_landclass_id(c_n_tx[0]/texture_dim_tx);
|
|
|
|
|
|
// Choose 2nd closest neighbor
|
|
// Choose texels in the direction of the smaller of s & t components
|
|
vec2 offset_ct1 = abs(offset_ct0.ts)*step(0.0, abs(c0_rel_ct_tx/dist_ct))
|
|
* sign(c0_rel_ct_tx);
|
|
|
|
c_n_tx[1] = (ct_c0_tx + offset_ct1);
|
|
|
|
// Land class of 2nd closest neighbor
|
|
lc_n[1] = read_landclass_id(c_n_tx[1]/texture_dim_tx);
|
|
|
|
|
|
// Distinct neighbors found
|
|
// Testing: possible optimisation, use booleans.
|
|
// Needs ivec4/1.30+, or vec4/1.20 - reliably supported by old compilers?
|
|
// bvec4 n_found = notEqual(lc_n, ivec4(lc));
|
|
|
|
ivec4 n_found = ivec4(((lc_n[0] != lc)?1:0), ((lc_n[1] != lc)?1:0), 0, 0);
|
|
|
|
num_n = n_found[0]+ n_found[1];
|
|
|
|
|
|
//if (any(n_found))
|
|
if ((n_found[0] == 1) || (n_found[1] == 1))
|
|
{
|
|
|
|
// Weights for influence from neighbor landclasses
|
|
// The distance away from the neighbor texel side is used to determine influence.
|
|
// w_n: 0.5 at minimum possible distance, 0.0 at maximum possible distance
|
|
|
|
// Neighbor weights
|
|
vec4 w_n = vec4(0.0);
|
|
|
|
|
|
// Method 1:
|
|
// Use distance from side of neighbor texel for mixing
|
|
// This is has some issues, including with corners
|
|
|
|
vec2 dir0 = offset_ct0;
|
|
vec2 dir1 = offset_ct1;
|
|
|
|
// Distance from side of neighbor texel, in texels
|
|
vec2 d0 = dir0*c0_rel_ct_tx;
|
|
vec2 d1 =dir1*c0_rel_ct_tx;
|
|
|
|
w_n[0] = max(d0.x, d0.y);
|
|
w_n[1] = max(d1.x, d1.y);
|
|
|
|
|
|
|
|
/*
|
|
//Method 2:
|
|
// use distance from center of neighbor texel for mixing
|
|
// This doesn't really give better results than 1
|
|
|
|
// Distance from center of neighbor texels, in texels
|
|
vec2 dist_n_tx = vec2(0.0);
|
|
|
|
dist_n_tx[0] = length(c0_tx - c_n_tx[0]);
|
|
dist_n_tx[1] = length(c0_tx - c_n_tx[1]);
|
|
|
|
|
|
// Weighting for closest neighbor - [0.5 to 0.0] as distance goes from [min to max]
|
|
const float max_dist = sqrt(0.5*0.5+1.0);
|
|
const float min_dist = 0.5;
|
|
w_n[0] = (dist_n_tx[0]-min_dist)/(max_dist - min_dist);
|
|
w_n[0] = mix(0.5, 0.0, w_n[0]);
|
|
|
|
|
|
// Weighting for 2nd closest neighbor - [0.5 to 0.0] as distance goes from [min to max]
|
|
//const float max_dist1 = sqrt(0.5*0.5+1.0);
|
|
//const float min_dist = 0.5;
|
|
w_n[1] = (dist_n_tx[1]-min_dist)/(max_dist-min_dist);
|
|
w_n[1] = mix(0.5, 0.0, w_n[1]);
|
|
*/
|
|
|
|
|
|
// Use weighting only if neighbour is different from landclass for this fragment
|
|
// Testing: Can be omitted if not doing texture mixing as it doesn't really
|
|
// make a difference.
|
|
w_n = w_n * vec4(n_found);
|
|
|
|
// Combined weighting - increase w_n[0] if the 2nd closest neigbour is
|
|
// different such that w_n[0] remains under 0.5
|
|
w = w_n[0];
|
|
w = w + (0.5-w)*2.0*w_n[1];
|
|
|
|
// Sort landclasses and weights
|
|
lc_n_s = lc_n;
|
|
// If closest neighbour is lc, move 2nd closest neighbour to closest slot, and
|
|
// clear the 2nd closest slot
|
|
if (n_found[0] == 0)
|
|
{
|
|
lc_n_s.xy = lc_n.yz;
|
|
w_n.xy = w_n.yz;
|
|
}
|
|
|
|
|
|
// Testing phase controls
|
|
if ( (use_landclass_texel_scale_transition_only == 1) &&
|
|
(max_neighbor_landclass_texture_lookups > 0) &&
|
|
(enable_large_scale_transition_search == 0)
|
|
)
|
|
{
|
|
// Assign mix factors for transitions by mixing texels
|
|
// [0]: 0 to 0.5
|
|
// [1]: split [0 to 1] between closest and 2nd closest landclass
|
|
lc_n_w[0] = w;
|
|
lc_n_w[1] = w_n[1]/(w_n[0]+w_n[1]);
|
|
}
|
|
|
|
|
|
} // Testing controls: End if ((remove_squareness_from_landclass_texture == 1) || (use_landclass_texel_scale_transition_only == 1))
|
|
|
|
|
|
if (remove_squareness_from_landclass_texture == 1)
|
|
{
|
|
// Turn neighbor growth off at longer ranges, otherwise there is flickering noise
|
|
// Testing: The exact cutoff could be done sooner to save some performance - needs
|
|
// to be part of a larger solution to similar issues. User should set a tolerance factor.
|
|
// Effectively: lod_factor = min(length(vec2(dFdx(..).s, dFdy(..).s)),length(vec2(dFdx(..).t, dFdy(..).t)));
|
|
float lod_factor = min(length(vec2(dxdy.s, dxdy.p)),length(vec2(dxdy.t, dxdy.q)));
|
|
|
|
// Estimate of frequency of growth noise in texels - i.e. how many peaks and troughs fit in one texel
|
|
const float frequency_g_n = 1000.0;
|
|
const float cutoff = 1.0/frequency_g_n;
|
|
|
|
if (lod_factor < cutoff)
|
|
{
|
|
// Decide whether to grow neighbor on to lc
|
|
float grow_n = get_growth_priority(lc,lc_n[0]);
|
|
|
|
// Noise on the scale of landclass texels in the texture
|
|
// Testing: reduce instructions if this method is to be used.
|
|
// To look at: corner visuals & sharp diagonals.
|
|
|
|
// Minimum wavelength of transition noise
|
|
const float wl_tn = (1.0/8.0);
|
|
float tn = Noise2D(c0*texture_dim_tx, wl_tn); // old val 1.6
|
|
|
|
float threshold = mix(1.0,0.0, w);
|
|
|
|
float neighbor_growth_weight = (0.3*2.0)*w*step(threshold-0.15, tn);
|
|
|
|
// Growth factor
|
|
float g = ((grow_n > 0.0)?neighbor_growth_weight:-neighbor_growth_weight);
|
|
//g = sqrt(abs(g))*sign(g);
|
|
|
|
// Neighbor growth value
|
|
float v;
|
|
//v=w+g;
|
|
v = w*(0.7+50.5*g);
|
|
|
|
// Whether or not to grow neighbour onto nearby pixel
|
|
|
|
// To do - mix factor between different neighbour lanclasses
|
|
// when using an extra ground texture lookup
|
|
|
|
if (v > 0.5) output_landclass = lc_n_s[0];
|
|
|
|
|
|
|
|
|
|
// Testing phase controls
|
|
if ( (use_landclass_texel_scale_transition_only == 1) &&
|
|
(max_neighbor_landclass_texture_lookups > 0) &&
|
|
(enable_large_scale_transition_search == 0)
|
|
)
|
|
{
|
|
|
|
lc_n_w[0] = 0.0;
|
|
/*
|
|
// Adjust mix factor weights and swap landclasses for extrusions
|
|
|
|
// Method 1:
|
|
|
|
lc_n_w[0] = (w-0.5*neighbor_growth_weight);
|
|
if (v > 0.5) lc_n_s[0] = lc;
|
|
*/
|
|
|
|
|
|
// Method 2:
|
|
// Mix in neighbour texel, instead of change output landclass.
|
|
|
|
// Undo previous output class assignment
|
|
output_landclass = lc;
|
|
|
|
// Reduce flickering noise due to small detail added when far away. Contrasting colors mean more visible issues.
|
|
// Fade 0 to 1 as lod_factor goes from 1.0 to 4.0
|
|
// The goal is to avoid flickering with worst case texture filtering and supersampling.
|
|
// Testing: However, the quicker the detil fades, the more square distant ladnclasses look.
|
|
// Right now the noise function generates too many high frequency components (small detail)
|
|
|
|
//const float mmax = 4000.0; const float mmin = mmax-1000.0; /* no flickering */
|
|
const float mmax = 3000.0; const float mmin = mmax-1000.0; /* bit of filckering */
|
|
float fade = smoothstep(mmin, mmax, 1.0/lod_factor);
|
|
|
|
lc_n_w[0] = (w-0.5*3.333*0.9*(neighbor_growth_weight*fade));
|
|
if (v > 0.5) lc_n_w[0] = w+0.4*fade;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
} // End if (lod_factor > some value)
|
|
|
|
|
|
} // Testing code: End if (remove_squareness_from_landclass_texture == 1)
|
|
|
|
|
|
|
|
} // End if (nfound[0] == 1) || (n_found[1] == 1)
|
|
|
|
|
|
|
|
|
|
landclass_neighbor_texel_weights = lc_n_w;
|
|
neighbor_texel_landclass_ids = lc_n_s;
|
|
number_of_unique_neighbors_found = num_n;
|
|
return output_landclass;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Look up the landclass id [0 .. 255] for this particular fragment.
|
|
// Lookup id of any neighbouring landclass that is within the search distance.
|
|
// Searches are performed in upto 4 directions right now, but only one landclass is looked up
|
|
// Create a mix factor werighting the influences of nearby landclasses
|
|
|
|
void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
|
|
out int landclass_id, out ivec4 neighbor_landclass_ids,
|
|
out int num_unique_neighbors,out vec4 mix_factor
|
|
)
|
|
|
|
{
|
|
// Each tile has 1 texture containing landclass ids stetched over it
|
|
|
|
// Landclass source type: 0=texture, 1=random squares
|
|
// Controls are defined at global scope.
|
|
vec2 sz = tile_size;
|
|
|
|
vec4 dxdy = dFdx_and_dFdy;
|
|
|
|
// Number of unique neighbors found
|
|
int num_n = 0;
|
|
|
|
// Only used for mixing textures of neighboring texels:
|
|
// Landclass ids of neigbors in neighboring texels
|
|
ivec4 lc_n_tx;
|
|
// Weights of neighbour landclass texels
|
|
vec4 lc_n_w;
|
|
// Number of unique neighbors in neighboring texels
|
|
int num_n_tx = 0;
|
|
|
|
int lc = lookup_landclass_id(tile_coord, dxdy, lc_n_tx, num_n_tx, lc_n_w);
|
|
|
|
// Neighbor landclass ids
|
|
ivec4 lc_n = ivec4(lc);
|
|
|
|
// Mix factors: texels are mixed in from furthest, to closest
|
|
// mfact[1]: [0 to 1] mixing 1st and 2nd closest texels
|
|
// mfact[0]: [0 to 0.5] texel and previous neighbour contributions
|
|
vec4 mfact = vec4(0.0);
|
|
|
|
|
|
// Testing phase controls
|
|
if ( (use_landclass_texel_scale_transition_only == 1) &&
|
|
(max_neighbor_landclass_texture_lookups > 0) &&
|
|
(enable_large_scale_transition_search == 0)
|
|
)
|
|
|
|
{
|
|
// Use the ground texture lookups to do a transition on the scale of
|
|
// the landclass textures instead of doing a large scale transition
|
|
num_n = num_n_tx;
|
|
lc_n = lc_n_tx;
|
|
mfact = lc_n_w;
|
|
}
|
|
|
|
|
|
// Testing phase controls
|
|
if ( (enable_large_scale_transition_search == 1) &&
|
|
(max_neighbor_landclass_texture_lookups > 0) &&
|
|
(use_landclass_texel_scale_transition_only == 0)
|
|
)
|
|
{
|
|
|
|
|
|
// Transition search
|
|
|
|
const int n = num_search_points_in_a_direction;
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const float search_dist = transition_search_distance_in_m;
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vec2 step_size_m = vec2(search_dist/float(n));
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// step size in tile coords
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vec2 steps = step_size_m.st / tile_size.st;
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vec2 c0 = tile_coord;
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// Min number of points (loop counter value (i)) before
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// a different landclass is found
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ivec4 mi = ivec4(n+1);
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// landclass - l can be accessed as an array e.g. l[0]=l.x
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ivec4 l = ivec4(lc);
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// Search in 4 directions. These for loops likely need unrolling,
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// and optimising to use minimum instructions, if they are
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// to be used outside of testing the search concept.
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// The texture access patterns may be suboptimal as well.
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// Travelling along s and t axes might work better.
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// Note: this returns the closest neighbor. There could be blobs
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// of multiple neighbors, or a tiny islands of neighbors among this
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// landclass.
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// Testing: breaking the loop once the closest neighbour is found
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// results in very slightly lower FPS on a 10 series GPU for 100m search
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// distance and 4 points. May be faster on old GPUs with slow caching.
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// +s direction
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vec2 dir = vec2(steps.s, 0.0);
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for (int i=1;i<=n;i++) {
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vec2 c = c0+float(i)*dir;
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int v = read_landclass_id(c);
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if ((v != lc) && (mi[0] > n)) {l[0] = v; mi[0] = i; }
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}
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// -s direction
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dir = vec2(-steps.s, 0.0);
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for (int i=1;i<=n;i++)
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{
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vec2 c = c0+float(i)*dir;
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int v = read_landclass_id(c);
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if ((v != lc) && (mi[1] > n)) {l[1] = v; mi[1] = i; }
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}
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// +t direction
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dir = vec2(0.0, steps.t);
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for (int i=1;i<=n;i++)
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{
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vec2 c = c0+float(i)*dir;
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int v = read_landclass_id(c);
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if ((v != lc) && (mi[2] > n)) {l[2] = v; mi[2] = i; }
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}
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// -t direction
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dir = vec2(0.0, -steps.t);
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for (int i=1;i<=n;i++)
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{
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vec2 c = c0+float(i)*dir;
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int v = read_landclass_id(c);
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if ((v != lc) && (mi[3] > n)) {l[3] = v; mi[3] = i; }
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}
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// Set neighbour landclass
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// Choose closest neighbor
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// min number of steps before a neighbor was found in any direction
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int mns = n+1;
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// index of mi[] with min number of steps
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int idx1=-1;
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for (int j=0;j<4;j++)
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{
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if (mi[j] < mns) {mns = mi[j]; idx1 = j; lc_n[0] = l[j]; num_n=1;}
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}
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// Transitions:
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// Possible landclass property: Transition distance or weighting
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// e.g. larger transition between sand/grass terrain compared to forest/agriculture
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// Find mix factor and increase influence for 2, 3 or 4 nearby landclass blobs.
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// If one neighbor landclass texture is looked up, even if the nearby landclasses
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// are different only one texture will get prominence
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// At the boundary between landclasses there should be 50% influence.
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// If needed it's possible to add a dominance factor.
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// mi ranges from n+1 to 1. Mix factor ranges from [0.0 to 0.5]
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// 3 point search example:
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// [Num steps=Mixfactor value]: [no neighbor found = 0.0], [1 = 0.25], [2 = 0.5]
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// Calculate weights: map [n+1 to 1] to [0.0 to 0.5]
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vec4 w = 0.5*(1.0-(vec4(mi-1)/float(n)));
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// Calculate mix factor to draw one neighbor landclass
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float mf1=0.0;
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// Method 1:
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float max_w = max(max(max(w[0],w[1]),w[2]),w[3]);
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//mf1 = max_w;
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// Method 2: add up the influence and clamp to 0.5
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//mf1 = min(w.x+w.y+w.z+w.w, 0.5);
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// Method 3: weight influence without going over limit or needing to clamp
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// Example with influence [0 to 1]:
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// 2 neighbors with 0.5 influence: 0.75 . 3 neighbors with 0.5 = 87.25
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// of course influence is [0 to 0.5] but idea is the same
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mf1 = w[0];
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mf1 += (0.5-mf1)*w[1];
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mf1 += (0.5-mf1)*w[2];
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mf1 += (0.5-mf1)*w[3];
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// Mix factors: texels are mixed in from furthest, to closest
|
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// mfact[0]: [0 to 0.5] texel and previous neighbour contributions
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// mfact[1]: [0 to 1] mixing 1st and 2nd closest texels
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mfact[0] = mf1;
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// Test phase controls:
|
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if (enable_2nd_closest_neighbor_for_large_scale_transition_weights == 1)
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{
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// Calculate mix factor for the case of two neighbour landclasses
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// index of mi[] with the 2nd lowest number of steps
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int idx2=-1;
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if (idx1 != -1) {
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// Choose 2nd closest neighbor
|
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// Testing: look at a way to find 2 closest neighbors with less instructions
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// 2nd lowest number of steps
|
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int mns2 = n+1;
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for (int j=0;j<4;j++) {
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if ((mi[j] < mns2) && (mi[j] >= mns) && (j != idx1))
|
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{mns2 = mi[j]; lc_n[1] = l[j]; idx2=j; num_n=2;}
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}
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}
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// If two neighbors are found split available mix factor (mf1) by relative weights
|
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if (idx2 != -1) {
|
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float rw = w[idx2]/(w[idx1]+w[idx2]);
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mfact[1] = rw;
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}
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} // End if (enable_2nd_closest_neighbor_for_large_scale_transition_weights == 1)
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|
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// Test phase controls
|
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if (enable_dithering_for_large_scale_transitions == 1)
|
|
{
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// Add noise to change transition
|
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float tnoise1= Noise2D(tile_coord, dithering_noise_wavelength_as_fraction_of_step_size*steps.x);
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float noise = 0.5*(1.0-tnoise1)/float(n);
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mfact[0]=mfact[0]+noise;
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mfact[0]=clamp(mfact[0],0.0,0.5);
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}
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|
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// Test phase controls
|
|
if (grow_landclass_borders_with_large_scale_transition == 1)
|
|
{
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|
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// Grow landclass borders with noise so landclass blobs that are too artificial
|
|
// looking or coarse look natural.
|
|
// A landclass with higher growth priority grows on to an adjacent landclass
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// with lower priority
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// Decide whether to grow neighbor on to lc
|
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float grow_n = get_growth_priority(lc,lc_n[0],lc_n[1]);
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// Noise on the scale of landclass texels in the texture
|
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float tnoise2 = Noise2D(tile_coord, 0.4*transition_search_distance_in_m/tile_size.x);
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float threshold = mix(1.0,0.0, mfact[0]);
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float neighbor_growth_mixf = 0.3*mix(0.0,1.0,mfact[0]*2.0)*step(threshold-0.15,tnoise2);
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|
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mfact[0] = mfact[0]+((grow_n > 0.0)?neighbor_growth_mixf:-neighbor_growth_mixf);
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mfact[0] = clamp(mfact[0],0.0,1.0);
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|
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// Decide whether to extrude furthest neighbor or closest neighbor onto lc
|
|
float grow_n1 = get_growth_priority(lc_n[0],lc_n[1]);
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|
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mfact[1] = mfact[1]+((grow_n > 0.0)?neighbor_growth_mixf:-neighbor_growth_mixf);
|
|
mfact[1] = clamp(mfact[1],0.0,1.0);
|
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|
|
|
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} // Testing: End if (grow_landclass_borders_with_large_scale_transition == 1)
|
|
|
|
|
|
} // Testing: End if ((enable_large_scale_transition_search == 1) && (max_neighbor_landclass_texture_lookups > 0))
|
|
|
|
|
|
//lc = int(t);
|
|
//mfact[2] = t;
|
|
|
|
if (use_edge_hardness_with_large_scale_transition == 1)
|
|
{
|
|
// the edge-hardness material parameter has range 0.0 (soft) to 1.0 (hard)
|
|
// We use this to force the mix factor to 0 or 1
|
|
if ((num_n > 0) && fg_dimensionsArray[lc].w > 0.5) {
|
|
mfact[0] = step(0.5, mfact[0]);
|
|
}
|
|
}
|
|
|
|
landclass_id = lc;
|
|
neighbor_landclass_ids=lc_n;
|
|
num_unique_neighbors = num_n;
|
|
mix_factor = mfact;
|
|
}
|
|
|
|
|
|
|
|
// End Test-phase code
|
|
////////////////////////
|
|
|
|
|
|
// Determine the texel and material parameters for a particular fragment,
|
|
// Taking into account photoscenery etc.
|
|
void get_material(in int landclass,
|
|
in vec2 ground_tex_coord,
|
|
in vec4 dxdy_gc,
|
|
out float mat_shininess,
|
|
out vec4 mat_ambient,
|
|
out vec4 mat_diffuse,
|
|
out vec4 mat_specular,
|
|
out vec4 dxdy,
|
|
out vec2 st
|
|
)
|
|
{
|
|
// Calculate texture coords for ground textures
|
|
// Textures are stretched along the ground to different
|
|
// lengths along each axes as set by <xsize> and <ysize>
|
|
// regional definitions parameters.
|
|
vec2 stretch_dimensions = fg_dimensionsArray[landclass].st;
|
|
vec2 tileSize = vec2(fg_tileWidth, fg_tileHeight);
|
|
vec2 texture_scaling = tileSize.yx / stretch_dimensions.st;
|
|
st = texture_scaling.st * ground_tex_coord.st;
|
|
|
|
// Scale partial derivatives
|
|
dxdy = vec4(texture_scaling.st, texture_scaling.st) * dxdy_gc;
|
|
|
|
if (fg_photoScenery) {
|
|
// In the photoscenery case we don't have landclass or materials available, so we
|
|
// just use constants for the material properties.
|
|
mat_ambient = vec4(0.2,0.2,0.2,1.0);
|
|
mat_diffuse = vec4(0.8,0.8,0.8,1.0);
|
|
mat_specular = vec4(0.0,0.0,0.0,1.0);
|
|
mat_shininess = 1.2;
|
|
} else {
|
|
// Color Mode is always AMBIENT_AND_DIFFUSE, which means
|
|
// using a base colour of white for ambient/diffuse,
|
|
// rather than the material color from ambientArray/diffuseArray.
|
|
mat_ambient = vec4(1.0,1.0,1.0,1.0);
|
|
mat_diffuse = vec4(1.0,1.0,1.0,1.0);
|
|
mat_specular = fg_specularArray[landclass];
|
|
mat_shininess = fg_dimensionsArray[landclass].z;
|
|
}
|
|
}
|