shader_type canvas_item; // Textures uniform sampler2D height_map : filter_nearest; // Thresholds uniform float water_threshold = 0.0; uniform float rock_threshold = 0.05; uniform float snow_height_threshold = 0.8; uniform float desert_temperature_threshold = 0.7; uniform float desert_moisture_threshold = 0.3; // Noise parameters uniform float temperature_noise_frequency = 0.01; uniform float temperature_noise_amplitude = 0.1; uniform float moisture_noise_frequency = 0.01; uniform float moisture_noise_amplitude = 0.1; // Debug mode uniform int debug_type = 0; // 0=None, 1=Slope, 2=Height, 3=Temperature, 4=Moisture // Colors const vec3 COLOR_WATER = vec3(0.263, 0.502, 0.690); // #4380b0 const vec3 COLOR_GRASS = vec3(0.745, 0.835, 0.541); // #bed58a const vec3 COLOR_DESERT = vec3(0.929, 0.788, 0.686); // #edc9af const vec3 COLOR_BEACH = vec3(0.502, 0.502, 0.502); // #808080 const vec3 COLOR_SNOW = vec3(0.957, 0.957, 0.957); // #f4f4f4 const vec3 COLOR_ROCK = vec3(0.894, 0.827, 0.651); // #e4d3a6 // Better hash function for noise vec2 hash22(vec2 p, float seed) { vec3 p3 = fract(vec3(p.xyx) * vec3(443.897, 441.423, 437.195)); p3 += dot(p3, p3.yzx + 19.19 + seed); return fract((p3.xx + p3.yz) * p3.zy); } float hash12(vec2 p, float seed) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33 + seed); return fract((p3.x + p3.y) * p3.z); } // Perlin noise float perlin_noise(vec2 p, float seed) { vec2 i = floor(p); vec2 f = fract(p); // Quintic interpolation vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); // Get gradients float a = hash12(i + vec2(0.0, 0.0), seed); float b = hash12(i + vec2(1.0, 0.0), seed); float c = hash12(i + vec2(0.0, 1.0), seed); float d = hash12(i + vec2(1.0, 1.0), seed); // Mix return mix(mix(a, b, u.x), mix(c, d, u.x), u.y) * 2.0 - 1.0; } // FBM with 12 octaves float fbm(vec2 p, float freq, float seed) { float value = 0.0; float amplitude = 0.5; float frequency = freq; for(int i = 0; i < 12; i++) { value += amplitude * perlin_noise(p * frequency, seed); frequency *= 2.0; amplitude *= 0.5; } return value; } // Get height at UV coordinates float get_height(vec2 uv) { return texture(height_map, uv).r; } // Get heat value with latitude falloff float get_heat(vec2 uv) { vec2 heightmap_size = vec2(textureSize(height_map, 0)); vec2 heightmap_coords = uv * heightmap_size; // Original C# uses 1/frequency for FastNoiseLite, so we invert float actualFreq = 1.0 / temperature_noise_frequency; float heat = fbm(heightmap_coords, actualFreq, 1738.0); heat *= temperature_noise_amplitude; // Latitude falloff (sine wave from poles to equator) float latitude_factor = sin(3.14159265 * uv.y); heat = latitude_factor + heat; return heat; } // Get moisture value with latitude falloff float get_moisture(vec2 uv) { vec2 heightmap_size = vec2(textureSize(height_map, 0)); vec2 heightmap_coords = uv * heightmap_size; // Original C# uses 1/frequency for FastNoiseLite, so we invert float actualFreq = 1.0 / moisture_noise_frequency; float moisture = fbm(heightmap_coords, actualFreq, 1337.0); moisture *= moisture_noise_amplitude; // Latitude falloff (sine wave from poles to equator) float latitude_factor = sin(3.14159265 * uv.y); moisture = latitude_factor + moisture; return moisture; } // Check if position is sea bool is_sea(vec2 uv) { return get_height(uv) <= water_threshold; } // Check if position is desert bool is_desert(vec2 uv, float heat, float moisture) { return moisture < desert_moisture_threshold && heat > desert_temperature_threshold; } // Calculate max height difference with neighbors (for slope) float get_max_slope(vec2 uv) { vec2 heightmap_size = vec2(textureSize(height_map, 0)); vec2 texel_size = 1.0 / heightmap_size; float center_height = get_height(uv); float max_diff = 0.0; // Check 8 neighbors for(int x = -1; x <= 1; x++) { for(int y = -1; y <= 1; y++) { if(x == 0 && y == 0) continue; vec2 neighbor_uv = uv + vec2(float(x), float(y)) * texel_size; float neighbor_height = get_height(neighbor_uv); float diff = abs(center_height - neighbor_height); max_diff = max(max_diff, diff); } } return max_diff; } // Check if any neighbor is sea (for beach detection) bool borders_sea(vec2 uv) { vec2 heightmap_size = vec2(textureSize(height_map, 0)); vec2 texel_size = 1.0 / heightmap_size; for(int x = -1; x <= 1; x++) { for(int y = -1; y <= 1; y++) { if(x == 0 && y == 0) continue; vec2 neighbor_uv = uv + vec2(float(x), float(y)) * texel_size; if(is_sea(neighbor_uv)) { return true; } } } return false; } void fragment() { vec2 uv = UV; float height_value = get_height(uv); float heat_value = get_heat(uv); float moisture_value = get_moisture(uv); float slope = get_max_slope(uv); vec3 color = COLOR_GRASS; // Default if(debug_type == 0) { // Normal rendering // Water if(is_sea(uv)) { color = COLOR_WATER; } // Desert else if(is_desert(uv, heat_value, moisture_value)) { color = COLOR_DESERT; } // Beach (borders sea) else if(borders_sea(uv)) { color = COLOR_BEACH; } // Snow (high altitude, not desert) else if(height_value > snow_height_threshold && !is_desert(uv, heat_value, moisture_value)) { color = COLOR_SNOW; } // Rock (steep areas) - override everything except water if(slope > rock_threshold && !is_sea(uv)) { color = COLOR_ROCK; } } else if(debug_type == 1) { // Slope debug float gray = slope * 5.0; color = vec3(gray); } else if(debug_type == 2) { // Height debug color = vec3(height_value); } else if(debug_type == 3) { // Temperature debug color = vec3(heat_value); } else if(debug_type == 4) { // Moisture debug color = vec3(moisture_value); } COLOR = vec4(color, 1.0); }