// world height (metres) for the texel's x/z; R32F target in vec2 v_uv; out vec4 o; uniform float u_half; #ifdef DEM uniform sampler2D u_dem; // 16-bit height map of a real place (Copernicus GLO-30) uniform float u_dem_min; uniform float u_dem_max; uniform float u_dem_base; // the elevation that becomes y = 0 uniform vec2 u_origin; // world x/z of the map's centre uniform vec4 u_lake; // a lake: centre x/z, half extents (zero = none) uniform float u_lake_level; // its surface height; the model records the surface, the bed is carved below it // The DEM is Copernicus GLO-30 — 30 m data resampled onto this 4 m grid — so the stored // field is piecewise linear with a slope discontinuity every ~7 texels. Differencing it // for a shading normal turns each kink into a ridge, and on steep ground, where the same // kink spans a large height change, they read as a regular corrugation running across // the slope. Smoothing across that lattice removes them and discards no real detail: // there is none below 30 m in the source, and the fractal detail below supplies the fine // relief. Kernel is a separable gaussian sampled at 3-texel spacing (~12 m each side). float demRaw(vec2 uv) { return texture(u_dem, uv).r; } // u_dem_blur texels of separable gaussian (0 = the survey as it is). The 30 m Copernicus // model needed ~3 texels to hide its resampling lattice; 2 m lidar needs none. uniform float u_dem_blur; float demH(vec2 uv) { if (u_dem_blur <= 0.0) return mix(u_dem_min, u_dem_max, demRaw(uv)); vec2 t = u_dem_blur / vec2(textureSize(u_dem, 0)); float c = demRaw(uv); float e = demRaw(uv + vec2(t.x, 0.0)) + demRaw(uv - vec2(t.x, 0.0)) + demRaw(uv + vec2(0.0, t.y)) + demRaw(uv - vec2(0.0, t.y)); float d = demRaw(uv + t) + demRaw(uv - t) + demRaw(uv + vec2(t.x, -t.y)) + demRaw(uv + vec2(-t.x, t.y)); float f = demRaw(uv + 2.0 * vec2(t.x, 0.0)) + demRaw(uv - 2.0 * vec2(t.x, 0.0)) + demRaw(uv + 2.0 * vec2(0.0, t.y)) + demRaw(uv - 2.0 * vec2(0.0, t.y)); float h = (12.0 * c + 6.0 * e + 3.0 * d + 2.0 * f) / (12.0 + 24.0 + 12.0 + 8.0); return mix(u_dem_min, u_dem_max, h); } #endif float bump(vec2 p, vec2 c, float r) { float d = length(p - c) / r; return exp(-d * d * 2.0); } void main() { #ifdef DEM vec2 xz = (v_uv - 0.5) * 2.0 * u_half + u_origin; float e = 1.0 / 2048.0; float h = demH(v_uv) - u_dem_base; // the basin mask keys off the UNSMOOTHED sample: the lake is only ~1 m below its shore // in the model, and the 12 m blur above averages the shore with the flat water beside // it, dragging it under the outline threshold — the camera's own bank was carved 7 m down float raw = demRaw(v_uv) * (u_dem_max - u_dem_min) + u_dem_min - u_dem_base; // the survey carries its own relief at this resolution; only the foot track is added h -= 0.25 * smoothstep(6.0, 1.5, pathDist(xz)); if (u_lake.z > 0.0) { // the elevation model samples the water surface as flat ground: inside the lake's // outline sink it into a bed, deepest in the middle, with a gentle gravel ramp at the shore vec2 q = (xz - u_lake.xy) / u_lake.zw; float inside = smoothstep(1.0, 0.8, dot(q, q)); // the lidar records the lake as a flat surface exactly at its level: everything at or // just above that level inside the outline is lake bed float basin = smoothstep(u_lake_level + 0.6, u_lake_level - 0.3, raw) * inside; float bed = u_lake_level - 0.4 - (5.0 + 3.0 * (1.0 - dot(q, q)) + 1.5 * fbm(xz * 0.02, 3)) * basin * basin; // a gentle gravel ramp, then the drop h = mix(h, bed, basin); } o = vec4(h, 0.0, 0.0, 1.0); #elif defined(SMOOTH) // A purpose-built test ground: 2 km square, analytically smooth everywhere. No survey // data, so no resampling lattice and no quantised source — if a grid still shows on // this, the cause is in the renderer rather than the elevation model. vec2 xz = (v_uv - 0.5) * 2.0 * u_half; float d = length(xz); // meadow: a gentle roll a few metres either side of 8 m, two octaves only float h = 8.0 + 4.5 * fbm(xz * 0.0018, 3) + 1.4 * fbm(xz * 0.007, 3); // a small pond in the middle: a smooth basin ~90 m across, floor about 5 m down float pond = exp(-dot(xz, xz) / (2.0 * 70.0 * 70.0)); h -= 13.0 * pond; // the rim mountain, 200 m above the meadow, starting well outside the grass h += smoothstep(620.0, 980.0, d) * (200.0 + 90.0 * fbm(xz * 0.0025 + 4.0, 4)); o = vec4(h, 0.0, 0.0, 1.0); #else vec2 xz = (v_uv - 0.5) * 2.0 * u_half; float d = length(xz); // the meadow falls away northward (-z) from the rise the camera stands on, into a broad valley float base = 0.055 * xz.y + 4.0 * fbm(xz * 0.008, 5) + 1.2 * fbm(xz * 0.04, 4) + 0.15 * fbm(xz * 0.35, 3); // soft valley floor with a stream float floorY = -22.0; float k = 12.0; base = floorY + k * log(1.0 + exp((base - floorY) / k)); float sb = smoothstep(6.0, 0.0, abs(xz.x - 150.0 - 90.0 * sin(xz.y * 0.006 + 1.0))) * smoothstep(-220.0, -400.0, xz.y); base -= 1.6 * sb; // the track sits slightly worn in base -= 0.25 * smoothstep(6.0, 1.5, pathDist(xz)); float h = base; // far ridge across the valley, forested hills float back = smoothstep(-550.0, -1000.0, xz.y); h += back * (90.0 + 160.0 * ridged(xz * 0.0025 + 5.0, 6)); // the great snow mountain to the north-west, and its shoulder float m1 = bump(xz, vec2(-820.0, -520.0), 520.0); float m2 = bump(xz, vec2(-1150.0, -900.0), 600.0); float m3 = bump(xz, vec2(-560.0, -150.0), 260.0); float mtn = max(m1 * 620.0, max(m2 * 720.0, m3 * 180.0)); h += mtn * (0.45 + 0.55 * ridged(xz * 0.0018 + 11.0, 7)) + 40.0 * (m1 + m2) * ridged(xz * 0.008 + 3.0, 5); // hills to the east, lower and rounder float e1 = bump(xz, vec2(760.0, -420.0), 420.0); float e2 = bump(xz, vec2(950.0, 150.0), 380.0); h += (e1 * 170.0 + e2 * 120.0) * (0.6 + 0.4 * fbm(xz * 0.004 + 9.0, 5)); // the outer rim so nothing ends at a flat edge h += smoothstep(750.0, 1024.0, d) * (120.0 + 120.0 * ridged(xz * 0.003, 5)); // a rocky knoll on the right of the meadow float knoll = 14.0 * bump(xz, vec2(230.0, -40.0), 70.0); h += knoll * (0.6 + 0.4 * fbm(xz * 0.05, 4)); o = vec4(h, 0.0, 0.0, 1.0); #endif }