Firstly here is the screenshot:
I am trying to blend in multiple textures on the mesh based on the height of the point on mesh.
Now what i want to achieve is a smooth blend at the borders(unlike what is currently a sharp line).
Also i would like the border to be slightly random and have a factor to control the randomness.
Here is my current code :
#version 430 core
out vec4 FragColor;
#define NUM_TEXTURE_LAYERS 8
uniform vec3 _LightPosition;
uniform vec3 _LightColor;
in float height;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform sampler2D _DiffuseTextures[NUM_TEXTURE_LAYERS];
uniform vec3 _DiffuseTexturesHeights[NUM_TEXTURE_LAYERS];
vec4 GetTextureColorBasedOnHeight(vec2 coord){
for(int i=0;i<NUM_TEXTURE_LAYERS;i++){
if(height > _DiffuseTexturesHeights[i].x && height < _DiffuseTexturesHeights[i].y){
return texture(_DiffuseTextures[i], coord*_DiffuseTexturesHeights[i].z);
}
}
return vec4(0.0f);
}
void main()
{
vec3 objectColor = vec3(1, 1, 1);
objectColor = GetTextureColorBasedOnHeight(TexCoord).xyz;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(_LightPosition - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = diff * _LightColor;
vec3 result = (vec3(0.2, 0.2, 0.2) + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
}
I did try the random boundaries but that was not very good and still blending is the issue!
Here is the code with randomness:
vec2 hash( vec2 p ) // replace this by something better
{
p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
float m = step(a.y,a.x);
vec2 o = vec2(m,1.0-m);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
return dot( n, vec3(70.0) );
}
vec4 GetTextureColorBasedOnHeight(vec2 coord){
for(int i=0;i<NUM_TEXTURE_LAYERS;i++){
float nv=noise(coord*0.01f);
if(height+nv > _DiffuseTexturesHeights[i].x && height+nv < _DiffuseTexturesHeights[i].y){
return texture(_DiffuseTextures[i], coord*_DiffuseTexturesHeights[i].z);
}
}
return vec4(0.0f);
}
Thanks to Frank's answer, I am able to finally have something i like,
Here is the result: https://youtu.be/DSkJqPhdRYI
The Code :
#version 430 core
out vec4 FragColor;
#define NUM_TEXTURE_LAYERS 8
uniform vec3 _LightPosition;
uniform vec3 _LightColor;
in float height;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform sampler2D _DiffuseTextures[NUM_TEXTURE_LAYERS];
uniform vec3 _DiffuseTexturesHeights[NUM_TEXTURE_LAYERS];
vec2 hash( vec2 p ) // replace this by something better
{
p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
float m = step(a.y,a.x);
vec2 o = vec2(m,1.0-m);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
return dot( n, vec3(70.0) );
}
float getTextureInfluence(int i, vec2 coord) {
float h = height + noise(coord*5)*2;
float midVal = (_DiffuseTexturesHeights[i].x + _DiffuseTexturesHeights[i].y)/2;
float p = 0;
if(height < midVal)
p = _DiffuseTexturesHeights[i].x - height;
if(height >= midVal)
p =height - _DiffuseTexturesHeights[i].y;
return pow(2.713, -1.0*p);
}
vec4 GetTextureColorBasedOnHeight(vec2 coord){
vec4 accum = vec4(0.0);
float total_influence = 0.0;
for(int i=0; i < NUM_TEXTURE_LAYERS ; i++){
float texture_influence = getTextureInfluence(i, coord*_DiffuseTexturesHeights[i].z);
total_influence += texture_influence;
accum += texture(_DiffuseTextures[i], coord*_DiffuseTexturesHeights[i].z) * texture_influence;
}
if(total_influence > 0) {
accum /= total_influence ;
}
return accum;
}
void main()
{
vec3 objectColor = vec3(1, 1, 1);
objectColor = GetTextureColorBasedOnHeight(TexCoord).xyz;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(_LightPosition - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = diff * _LightColor;
vec3 result = (vec3(0.2, 0.2, 0.2) + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
}
If you are interested in the full source : https://github.com/Jaysmito101/TerraGen3D