Feature: Add foliage mask preview blending to terrain materials
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@@ -18,6 +18,8 @@ interface TerrainLayerBlendMaterialOptions {
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layerTextures: readonly [Texture, Texture, Texture, Texture];
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emissiveHex?: number;
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emissiveIntensity?: number;
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foliageMaskPreviewColorHex?: number;
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foliageMaskPreviewOpacity?: number;
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wireframe?: boolean;
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}
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@@ -25,6 +27,8 @@ interface TerrainLayerColorBlendMaterialOptions {
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layerColors: readonly [number, number, number, number];
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emissiveHex?: number;
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emissiveIntensity?: number;
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foliageMaskPreviewColorHex?: number;
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foliageMaskPreviewOpacity?: number;
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wireframe?: boolean;
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}
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@@ -94,20 +98,29 @@ export function createTerrainLayerBlendMaterial(
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shader.uniforms.terrainLayerMap1 = { value: options.layerTextures[1] };
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shader.uniforms.terrainLayerMap2 = { value: options.layerTextures[2] };
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shader.uniforms.terrainLayerMap3 = { value: options.layerTextures[3] };
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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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shader.uniforms.terrainFoliageMaskPreviewOpacity = {
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value: options.foliageMaskPreviewOpacity ?? 0
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};
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shader.vertexShader = shader.vertexShader
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.replace(
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"#include <common>",
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`#include <common>
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attribute vec4 terrainLayerWeights;
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attribute float terrainFoliageMask;
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varying vec4 vTerrainLayerWeights;
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varying float vTerrainFoliageMask;
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varying vec2 vTerrainUv;`
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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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vTerrainUv = uv;
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vTerrainLayerWeights = terrainLayerWeights;`
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vTerrainLayerWeights = terrainLayerWeights;
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vTerrainFoliageMask = terrainFoliageMask;`
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);
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shader.fragmentShader = shader.fragmentShader
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@@ -115,11 +128,14 @@ vTerrainLayerWeights = terrainLayerWeights;`
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"#include <common>",
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`#include <common>
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varying vec4 vTerrainLayerWeights;
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varying float vTerrainFoliageMask;
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varying vec2 vTerrainUv;
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uniform sampler2D terrainLayerMap0;
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uniform sampler2D terrainLayerMap1;
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uniform sampler2D terrainLayerMap2;
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uniform sampler2D terrainLayerMap3;`
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uniform sampler2D terrainLayerMap3;
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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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@@ -141,11 +157,21 @@ vec4 terrainLayerColor =
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texture2D(terrainLayerMap1, vTerrainUv) * terrainWeights.y +
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texture2D(terrainLayerMap2, vTerrainUv) * terrainWeights.z +
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texture2D(terrainLayerMap3, vTerrainUv) * terrainWeights.w;
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diffuseColor *= terrainLayerColor;`
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diffuseColor *= terrainLayerColor;
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float foliageMaskPreviewBlend = clamp(
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vTerrainFoliageMask * terrainFoliageMaskPreviewOpacity,
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0.0,
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terrainFoliageMaskPreviewOpacity
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);
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diffuseColor.rgb = mix(
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diffuseColor.rgb,
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terrainFoliageMaskPreviewColor,
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foliageMaskPreviewBlend
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);`
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);
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};
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material.customProgramCacheKey = () => "terrain-layer-blend-v1";
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material.customProgramCacheKey = () => "terrain-layer-blend-v2";
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material.needsUpdate = true;
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return material;
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}
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@@ -179,18 +205,27 @@ export function createTerrainLayerColorBlendMaterial(
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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.terrainFoliageMaskPreviewColor = {
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value: new Color(options.foliageMaskPreviewColorHex ?? 0x65d36e)
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};
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shader.uniforms.terrainFoliageMaskPreviewOpacity = {
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value: options.foliageMaskPreviewOpacity ?? 0
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};
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shader.vertexShader = shader.vertexShader
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.replace(
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"#include <common>",
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`#include <common>
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attribute vec4 terrainLayerWeights;
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varying vec4 vTerrainLayerWeights;`
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attribute float terrainFoliageMask;
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varying vec4 vTerrainLayerWeights;
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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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vTerrainLayerWeights = terrainLayerWeights;
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vTerrainFoliageMask = terrainFoliageMask;`
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);
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shader.fragmentShader = shader.fragmentShader
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@@ -198,10 +233,13 @@ vTerrainLayerWeights = terrainLayerWeights;`
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"#include <common>",
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`#include <common>
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varying vec4 vTerrainLayerWeights;
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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 terrainLayerColor3;
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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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@@ -223,11 +261,21 @@ vec3 terrainLayerColor =
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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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diffuseColor.rgb *= terrainLayerColor;`
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diffuseColor.rgb *= terrainLayerColor;
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float foliageMaskPreviewBlend = clamp(
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vTerrainFoliageMask * terrainFoliageMaskPreviewOpacity,
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0.0,
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terrainFoliageMaskPreviewOpacity
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);
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diffuseColor.rgb = mix(
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diffuseColor.rgb,
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terrainFoliageMaskPreviewColor,
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foliageMaskPreviewBlend
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);`
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);
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};
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material.customProgramCacheKey = () => "terrain-layer-color-blend-v1";
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material.customProgramCacheKey = () => "terrain-layer-color-blend-v2";
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material.needsUpdate = true;
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return material;
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}
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