#version 430 core // Per-cell terrain blending (Phase 3c.4) — ported from WorldBuilder's // Landscape.frag, trimmed of editor-specific features (grid, brush, // walkable-slope highlighting). Phase G extends this with the shared // SceneLighting UBO driving per-vertex sun bake + fragment-stage fog // + lightning flash. in vec2 vBaseUV; in vec3 vWorldNormal; in vec3 vWorldPos; in vec3 vLightingRGB; in vec4 vOverlay0; in vec4 vOverlay1; in vec4 vOverlay2; in vec4 vRoad0; in vec4 vRoad1; flat in float vBaseTexIdx; out vec4 fragColor; uniform sampler2DArray uTerrain; // 33+ layers — TerrainAtlas.GlTexture uniform sampler2DArray uAlpha; // 8+ layers — TerrainAtlas.GlAlphaTexture // Shared scene-lighting UBO — fog + flash are consumed here; the per-vertex // AdjustPlanes bake already incorporated sun + ambient. struct Light { vec4 posAndKind; vec4 dirAndRange; vec4 colorAndIntensity; vec4 coneAngleEtc; }; layout(std140, binding = 1) uniform SceneLighting { Light uLights[8]; vec4 uCellAmbient; vec4 uFogParams; vec4 uFogColor; vec4 uCameraAndTime; }; // Per-texture tiling repeat count across a cell. WorldBuilder uses // uTexTiling[36] uploaded from the dats; we default to 1.0 (one tile per // cell, 8 tiles across a landblock). const float TILE = 1.0; // Three-layer alpha-weighted composite. vec4 maskBlend3(vec4 t0, vec4 t1, vec4 t2, float h0, float h1, float h2) { float a0 = h0 == 0.0 ? 1.0 : t0.a; float a1 = h1 == 0.0 ? 1.0 : t1.a; float a2 = h2 == 0.0 ? 1.0 : t2.a; float aR = 1.0 - (a0 * a1 * a2); float aRsafe = max(aR, 1e-6); a0 = 1.0 - a0; a1 = 1.0 - a1; a2 = 1.0 - a2; vec3 r0 = (a0 * t0.rgb + (1.0 - a0) * a1 * t1.rgb + (1.0 - a1) * a2 * t2.rgb); return vec4(r0 / aRsafe, aR); } vec4 combineOverlays(vec2 baseUV, vec4 pOverlay0, vec4 pOverlay1, vec4 pOverlay2) { float h0 = pOverlay0.z < 0.0 ? 0.0 : 1.0; float h1 = pOverlay1.z < 0.0 ? 0.0 : 1.0; float h2 = pOverlay2.z < 0.0 ? 0.0 : 1.0; vec4 t0 = vec4(0.0), t1 = vec4(0.0), t2 = vec4(0.0); if (h0 > 0.0) { t0 = texture(uTerrain, vec3(baseUV * TILE, pOverlay0.z)); if (pOverlay0.w >= 0.0) { vec4 a = texture(uAlpha, vec3(pOverlay0.xy, pOverlay0.w)); t0.a = a.a; } } if (h1 > 0.0) { t1 = texture(uTerrain, vec3(baseUV * TILE, pOverlay1.z)); if (pOverlay1.w >= 0.0) { vec4 a = texture(uAlpha, vec3(pOverlay1.xy, pOverlay1.w)); t1.a = a.a; } } if (h2 > 0.0) { t2 = texture(uTerrain, vec3(baseUV * TILE, pOverlay2.z)); if (pOverlay2.w >= 0.0) { vec4 a = texture(uAlpha, vec3(pOverlay2.xy, pOverlay2.w)); t2.a = a.a; } } return maskBlend3(t0, t1, t2, h0, h1, h2); } vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) { float h0 = pRoad0.z < 0.0 ? 0.0 : 1.0; float h1 = pRoad1.z < 0.0 ? 0.0 : 1.0; vec4 result = vec4(0.0); if (h0 > 0.0) { result = texture(uTerrain, vec3(baseUV * TILE, pRoad0.z)); if (pRoad0.w >= 0.0) { vec4 a0 = texture(uAlpha, vec3(pRoad0.xy, pRoad0.w)); result.a = 1.0 - a0.a; if (h1 > 0.0 && pRoad1.w >= 0.0) { vec4 a1 = texture(uAlpha, vec3(pRoad1.xy, pRoad1.w)); result.a = 1.0 - (a0.a * a1.a); } } } return result; } vec3 applyFog(vec3 lit, vec3 worldPos) { int mode = int(uFogParams.w); if (mode == 0) return lit; float d = length(worldPos - uCameraAndTime.xyz); float fogStart = uFogParams.x; float fogEnd = uFogParams.y; float span = max(1e-3, fogEnd - fogStart); float fog = clamp((d - fogStart) / span, 0.0, 1.0); return mix(lit, uFogColor.xyz, fog); } void main() { vec4 baseColor = vec4(0.0); if (vBaseTexIdx >= 0.0) { baseColor = texture(uTerrain, vec3(vBaseUV * TILE, vBaseTexIdx)); } vec4 overlays = vec4(0.0); if (vOverlay0.z >= 0.0) overlays = combineOverlays(vBaseUV, vOverlay0, vOverlay1, vOverlay2); vec4 roads = vec4(0.0); if (vRoad0.z >= 0.0) roads = combineRoad(vBaseUV, vRoad0, vRoad1); // Composite: base × (1 - ovlA) × (1 - rdA) + ovl × ovlA × (1 - rdA) + road × rdA vec3 baseMasked = baseColor.rgb * ((1.0 - overlays.a) * (1.0 - roads.a)); vec3 ovlMasked = overlays.rgb * (overlays.a * (1.0 - roads.a)); vec3 roadMasked = roads.rgb * roads.a; vec3 rgb = clamp(baseMasked + ovlMasked + roadMasked, 0.0, 1.0); // Apply the per-vertex baked sun+ambient. vec3 lit = rgb * min(vLightingRGB, vec3(1.0)); // Lightning flash — additive. float flash = uFogParams.z; lit += flash * vec3(0.6, 0.6, 0.75); // Atmospheric fog. lit = applyFog(lit, vWorldPos); fragColor = vec4(lit, 1.0); }