Add shader specialized for roads, still some stuff to be tuned
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data/shaders/sp_road_blending.frag
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data/shaders/sp_road_blending.frag
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in vec3 bitangent;
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in vec4 color;
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in float hue_change;
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in vec3 normal;
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in vec3 tangent;
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in vec2 uv;
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in vec4 world_position;
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in float camdist;
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layout(location = 0) out vec4 o_diffuse_color;
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layout(location = 1) out vec4 o_normal_color;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main()
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{
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vec2 uuv = vec2(world_position.x, world_position.z);
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uuv *= 0.2;
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vec4 col = multi_sampleTextureLayer0(uv, camdist);
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float mask = sampleTextureLayer4(uuv * 2.0).r;
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//* (1.0 - color.g)
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mask = mix(1.0, mask, color.r);
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mask = mix(0.0, mask, 1.0 - color.g);
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if(mask < 0.5)
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{
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discard;
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}
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// Adding some skidding marks to the road
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float mask_2 = sampleTextureLayer4(uuv * 0.1).r;
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float mask_3 = sampleTextureLayer4(uuv * 3.5).r;
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mask_2 = pow(mask_2, 1.5);
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mask_2 *= pow(mask_3, 0.5);
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float skidding_marks = sampleTextureLayer5(uv * 10).g;
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skidding_marks *= mask_2;
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col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), skidding_marks);
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float skidding_marks_2 = sampleTextureLayer5(uv * 15).g;
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skidding_marks_2 *= mask_2;
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col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), skidding_marks_2);
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// Add some cracks
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float cracks_marks = sampleTextureLayer5(uv * 11).b;
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float crack_mask = sampleTextureLayer4(uuv * 0.5).r;
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cracks_marks *= crack_mask;
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col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), cracks_marks);
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if (hue_change > 0.0)
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{
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float mask = col.a;
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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#if !defined(Advanced_Lighting_Enabled)
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// For similar color
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float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
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#else
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float saturation = mask * 2.5;
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#endif
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(hue_change,
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max(old_hsv.y, saturation)), vec2(mask_step, mask_step));
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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col = vec4(new_color.r, new_color.g, new_color.b, 1.0);
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}
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vec3 final_color = col.xyz; // * color.xyz;
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#if defined(Advanced_Lighting_Enabled)
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vec4 layer_2 = multi_sampleTextureLayer2(uv, camdist);
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vec4 layer_3 = multi_sampleTextureLayer3(uv, camdist);
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o_diffuse_color = vec4(final_color, layer_2.z);
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vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
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vec3 frag_tangent = normalize(tangent);
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vec3 frag_bitangent = normalize(bitangent);
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vec3 frag_normal = normalize(normal);
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mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
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vec3 world_normal = t_b_n * tangent_space_normal;
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o_normal_color.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
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o_normal_color.zw = layer_2.xy;
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#else
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o_diffuse_color = vec4(final_color, 1.0);
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#endif
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}
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17
data/shaders/sps_12_roadBlending.xml
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data/shaders/sps_12_roadBlending.xml
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<spshader>
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<shader-info name="roadBlending" fallback-shader="solid" use-tangents="Y"/>
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<first-pass vertex-shader="sp_pass.vert"
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fragment-shader="sp_road_blending.frag"
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skinned-mesh-shader="sp_skinning.vert">
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</first-pass>
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<!--
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<shadow-pass vertex-shader="sp_shadow.vert"
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fragment-shader="white.frag"
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skinned-mesh-shader="sp_skinning_shadow.vert">
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</shadow-pass>
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<uniform-assigners>
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<uniform-assigner name="layer"
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function="shadowCascadeUniformAssigner"/>
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</uniform-assigners>
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-->
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</spshader>
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