Increase terrain layer support to 8 layers
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@@ -226,6 +226,8 @@ diffuseColor.rgb = mix(
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export function createTerrainLayerColorBlendMaterial(
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options: TerrainLayerColorBlendMaterialOptions
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): Material {
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const layerColors = createPaddedTerrainLayerColors(options.layerColors);
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if (options.wireframe === true) {
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return new MeshBasicMaterial({
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color: 0xf2ece2,
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@@ -240,18 +242,16 @@ export function createTerrainLayerColorBlendMaterial(
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roughness: 1,
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metalness: 0
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});
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const layerColors = options.layerColors.map((color) => new Color(color)) as [
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Color,
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Color,
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Color,
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Color
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];
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material.onBeforeCompile = (shader) => {
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shader.uniforms.terrainLayerColor0 = { value: layerColors[0] };
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shader.uniforms.terrainLayerColor1 = { value: layerColors[1] };
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shader.uniforms.terrainLayerColor2 = { value: layerColors[2] };
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shader.uniforms.terrainLayerColor3 = { value: layerColors[3] };
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shader.uniforms.terrainLayerColor4 = { value: layerColors[4] };
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shader.uniforms.terrainLayerColor5 = { value: layerColors[5] };
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shader.uniforms.terrainLayerColor6 = { value: layerColors[6] };
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shader.uniforms.terrainLayerColor7 = { value: layerColors[7] };
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shader.uniforms.terrainFoliageMaskPreviewColor = {
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value: new Color(options.foliageMaskPreviewColorHex ?? 0x65d36e)
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};
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@@ -264,14 +264,18 @@ export function createTerrainLayerColorBlendMaterial(
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"#include <common>",
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`#include <common>
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attribute vec4 terrainLayerWeights;
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attribute vec4 terrainLayerWeights0;
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attribute vec4 terrainLayerWeights1;
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attribute float terrainFoliageMask;
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varying vec4 vTerrainLayerWeights;
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varying vec4 vTerrainLayerWeights0;
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varying vec4 vTerrainLayerWeights1;
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varying float vTerrainFoliageMask;`
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)
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.replace(
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"#include <uv_vertex>",
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`#include <uv_vertex>
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vTerrainLayerWeights = terrainLayerWeights;
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vTerrainLayerWeights0 = terrainLayerWeights0;
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vTerrainLayerWeights1 = terrainLayerWeights1;
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vTerrainFoliageMask = terrainFoliageMask;`
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);
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@@ -279,35 +283,51 @@ vTerrainFoliageMask = terrainFoliageMask;`
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.replace(
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"#include <common>",
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`#include <common>
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varying vec4 vTerrainLayerWeights;
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varying vec4 vTerrainLayerWeights0;
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varying vec4 vTerrainLayerWeights1;
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varying float vTerrainFoliageMask;
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uniform vec3 terrainLayerColor0;
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uniform vec3 terrainLayerColor1;
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uniform vec3 terrainLayerColor2;
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uniform vec3 terrainLayerColor3;
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uniform vec3 terrainLayerColor4;
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uniform vec3 terrainLayerColor5;
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uniform vec3 terrainLayerColor6;
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uniform vec3 terrainLayerColor7;
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uniform vec3 terrainFoliageMaskPreviewColor;
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uniform float terrainFoliageMaskPreviewOpacity;`
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)
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.replace(
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"#include <map_fragment>",
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`vec4 terrainWeights = max(vTerrainLayerWeights, 0.0);
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`vec4 terrainWeights0 = max(vTerrainLayerWeights0, 0.0);
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vec4 terrainWeights1 = max(vTerrainLayerWeights1, 0.0);
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float terrainWeightSum =
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terrainWeights.x +
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terrainWeights.y +
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terrainWeights.z +
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terrainWeights.w;
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terrainWeights0.x +
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terrainWeights0.y +
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terrainWeights0.z +
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terrainWeights0.w +
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terrainWeights1.x +
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terrainWeights1.y +
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terrainWeights1.z +
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terrainWeights1.w;
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if (terrainWeightSum <= 0.0) {
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terrainWeights = vec4(1.0, 0.0, 0.0, 0.0);
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terrainWeights0 = vec4(1.0, 0.0, 0.0, 0.0);
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terrainWeights1 = vec4(0.0);
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} else {
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terrainWeights /= terrainWeightSum;
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terrainWeights0 /= terrainWeightSum;
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terrainWeights1 /= terrainWeightSum;
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}
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vec3 terrainLayerColor =
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terrainLayerColor0 * terrainWeights.x +
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terrainLayerColor1 * terrainWeights.y +
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terrainLayerColor2 * terrainWeights.z +
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terrainLayerColor3 * terrainWeights.w;
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terrainLayerColor0 * terrainWeights0.x +
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terrainLayerColor1 * terrainWeights0.y +
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terrainLayerColor2 * terrainWeights0.z +
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terrainLayerColor3 * terrainWeights0.w +
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terrainLayerColor4 * terrainWeights1.x +
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terrainLayerColor5 * terrainWeights1.y +
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terrainLayerColor6 * terrainWeights1.z +
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terrainLayerColor7 * terrainWeights1.w;
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diffuseColor.rgb *= terrainLayerColor;
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float foliageMaskPreviewBlend = clamp(
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vTerrainFoliageMask * terrainFoliageMaskPreviewOpacity,
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@@ -322,7 +342,7 @@ diffuseColor.rgb = mix(
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);
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};
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material.customProgramCacheKey = () => "terrain-layer-color-blend-v2";
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material.customProgramCacheKey = () => "terrain-layer-color-blend-v3";
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material.needsUpdate = true;
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return material;
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}
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