shader_type canvas_item; // Lunar/crater backdrop for the "Big Stable Asteroid" atmosphere. Reacts // to camera position/zoom exactly like starfield.gdshader (world-space // sampling from camera uniforms), so it parallaxes correctly as the fleet // flies around instead of being a static picture. // // Structured as a Worley / cellular distance field, following the design // of the "Floating Bubbles" shader on godotshaders.com: a neighbor scan // reduces everything to ONE scalar - the normalized distance to the // nearest crater - and every visual (floor darkness, rim light, rim // shadow) is then derived from that single value. // // This single-field structure matters, and is the whole reason for the // rewrite. The previous version accumulated three fields independently // (floor via max() over all neighbors, rim light/shadow via a separate // "strongest crater wins" test). Those could disagree: one crater's dark // rim band could be composited over a different, nearer crater's floor, // cutting a hard wrongly-shaped bite into it. Deriving everything from // the nearest crater makes that class of bug structurally impossible - // the floor and the rim always describe the same crater. // // Where two craters overlap, the nearest-crater field has a crease (normal // for Worley noise) and the lighting direction flips across it, which drew // a thin bright rim wedge through the middle of the merged basin. The // second-nearest distance is tracked purely to detect that case and fade // the rim out there - see the note further down. uniform vec2 camera_cell = vec2(0.0, 0.0); uniform vec2 camera_frac = vec2(0.0, 0.0); uniform float camera_zoom = 1.0; uniform vec2 viewport_size = vec2(720.0, 1280.0); uniform float cell_size = 220.0; // Sampled from a NASA Artemis lunar photograph: the regolith is a // bright neutral grey with a very faint cool cast (blue a touch above // red), craters read as mid-grey floors rather than black, and the lit // rims are only slightly brighter than the surface. uniform vec4 base_color : source_color = vec4(0.75, 0.75, 0.76, 1.0); uniform vec4 crater_color : source_color = vec4(0.44, 0.44, 0.45, 1.0); uniform vec4 highlight_color : source_color = vec4(0.89, 0.89, 0.90, 1.0); // DIAGNOSTIC ONLY (set in PlanetSurface.tscn for a debug build; 0 = off). // 1 = tint alternate cells, to show where cell boundaries fall. // 2 = output the raw normalized distance field as grayscale, with NO // rim, lighting, dither or tint. This bisects the shader: the field // and the shading built on top of it are independent halves, so if // cuts appear in this grayscale output the FIELD is at fault, and if // it is smooth the field is fine and the SHADING is at fault. uniform float debug_mode = 0.0; const vec2 LIGHT_DIR = vec2(-0.6, -0.8); const float MIN_RADIUS = 0.16; const float MAX_RADIUS = 0.38; // Sentinel for "this cell holds no crater". Must stay well inside mediump // range (max ~65504) so it can never become +Inf - see the note in the // loop. Only needs to exceed the largest real normalized distance (~18). const float MISS_DISTANCE = 1000.0; // Hash pair chosen for precision safety on mobile GPUs. The previous // version multiplied the cell coordinate by ~123/456 before fract(), which // lands the intermediate in the thousands where a mobile float loses its // fractional bits entirely. These multipliers are all < 1, so every // intermediate stays small no matter how large the cell index gets. // (Standard "hash without sine" formulation, Dave Hoskins.) float hash21(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } vec2 hash22(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xx + p3.yz) * p3.zy); } void fragment() { vec2 screen_px = UV * viewport_size; vec2 centered = screen_px - viewport_size * 0.5; // Position is expressed RELATIVE TO THE CAMERA'S CELL, never as an // absolute world coordinate. camera_frac is the camera's offset inside // its own cell (always in [0,1]) and `centered` spans at most a few // cells, so every value here stays small and exactly representable even // on a mobile GPU - whereas an absolute world position reaches the tens // of thousands, where float precision degrades and no `highp` qualifier // can help (it widens the type, but the magnitude is the problem). // GDScript does the large-number split in double precision; see // LunarBackground.gd / Starfield.gd. // // cell and local also MUST come from one shared value, with local // derived as (rel - cell_rel) rather than an independent fract(): // calling floor(x) and fract(x) separately lets the GPU round the two // evaluations differently, which right at a cell boundary makes them // disagree by a full cell and snaps the sampled point one cell sideways. vec2 rel = camera_frac + centered * (camera_zoom / cell_size); vec2 cell_rel = floor(rel); vec2 local = rel - cell_rel; // Absolute cell index, used only for hashing. Built from exact integers. vec2 cell = camera_cell + cell_rel; // Single scalar field: normalized distance to the nearest crater. // < 1.0 means this pixel is inside that crater; 1.0 is exactly on its // edge. Normalizing by each crater's own radius is what lets craters // vary in size while still collapsing to one comparable number. // // The SECOND-nearest crater is tracked alongside the nearest, purely so // the rim can be suppressed inside overlaps. Where two craters overlap, // the nearest-crater test flips along the line between them; the // lighting direction flips with it and paints a thin bright rim wedge // through the middle of what should read as one merged depression. // A pixel in that region is inside BOTH craters, i.e. second_nearest is // also < 1.0 - which is precisely the condition to fade the rim out. float nearest = MISS_DISTANCE; float second_nearest = MISS_DISTANCE; vec2 nearest_dir = vec2(0.0, 1.0); // 5x5 rather than 3x3. A crater's radius is at most MAX_RADIUS cells, // so in theory 3x3 covers every crater that could possibly reach this // pixel - but on-device, craters were still being clipped exactly at // cell boundaries, which means some crater's influence was reaching // further than the scan did (e.g. a hash returning a value outside its // nominal range on that GPU, inflating a radius). Scanning two cells // out costs more samples but makes the clip impossible to reach even // if a radius comes out several times larger than intended. for (int dx = -2; dx <= 2; dx++) { for (int dy = -2; dy <= 2; dy++) { vec2 offset = vec2(float(dx), float(dy)); highp vec2 neighbor_cell = cell + offset; // Cells without a crater are pushed far away rather than // branched around, keeping the loop body uniform. NOTE the // sentinel is deliberately a small number, not something like // 1e9: mediump floats top out around 65504, so a huge literal // becomes +Inf there, and (1.0 - has_crater) * Inf evaluates to // 0 * Inf = NaN for every cell that DOES hold a crater - which // compares false against everything and would silently discard // every crater. MISS_DISTANCE only has to beat the largest real // normalized distance (~2.9 cells / 0.16 min radius ~= 18). float has_crater = step(0.35, hash21(neighbor_cell + vec2(41.0, 5.0))); vec2 crater_center = offset + hash22(neighbor_cell); vec2 to_sample = local - crater_center; float dist = length(to_sample); // clamp() guards against a hash landing outside [0,1] on some // driver and extrapolating mix() into a huge radius. float radius = clamp(mix(MIN_RADIUS, MAX_RADIUS, hash21(neighbor_cell + vec2(9.0, 2.0))), MIN_RADIUS, MAX_RADIUS); float normalized = dist / radius + (1.0 - has_crater) * MISS_DISTANCE; if (normalized < nearest) { second_nearest = nearest; nearest = normalized; // Direction from the winning crater's centre to this pixel, // used for the rim's light/shadow split. Taken from the SAME // crater that won the distance test, so the shading can never // describe one crater while the floor describes another. nearest_dir = dist > 0.0001 ? to_sample / dist : vec2(0.0, 1.0); } else if (normalized < second_nearest) { second_nearest = normalized; } } } vec2 light_dir = normalize(LIGHT_DIR); float facing = dot(nearest_dir, light_dir); // Everything below is a pure function of `nearest` (plus the winning // crater's direction), so all three visuals stay mutually consistent. float floor_amount = 1.0 - smoothstep(0.45, 0.9, nearest); // Thin raised-rim band right at the crater's edge, split into a lit // half (facing LIGHT_DIR) and a shadowed half (facing away), giving a // sense of a raised lip catching light. float rim_band = smoothstep(0.55, 0.85, nearest) * (1.0 - smoothstep(0.85, 1.0, nearest)); // Fade the rim out where this pixel also lies inside a second crater: // that is the overlap region, where a rim would be an internal crease // rather than a real outer lip. Craters there merge into one basin. rim_band *= smoothstep(0.85, 1.15, second_nearest); float rim_light = rim_band * clamp(facing, 0.0, 1.0); float rim_shadow = rim_band * clamp(-facing, 0.0, 1.0); vec3 color = base_color.rgb; color = mix(color, crater_color.rgb, floor_amount * 0.85); color = mix(color, highlight_color.rgb, rim_light * 0.6); color = mix(color, crater_color.rgb * 0.7, rim_shadow * 0.5); // Tiny per-pixel dither to mask 8-bit colour-quantization banding: the // crater shading is a smooth gradient over a fairly large area, which // can visibly "step" into faint bands on real hardware. A small random // jitter well under one visible step breaks the stepping up without // being perceptible as noise. float dither = (hash21(screen_px + vec2(7.0, 13.0)) - 0.5) / 128.0; color += vec3(dither); // Diagnostic checkerboard: alternate cells tinted, plus a bright line // right at each cell edge. Makes the grid unmistakable in a screenshot. if (debug_mode > 0.5 && debug_mode < 1.5) { float checker = mod(cell.x + cell.y, 2.0); color = mix(color, vec3(0.10, 0.30, 0.55), checker * 0.35); vec2 edge = min(local, 1.0 - local); float on_edge = 1.0 - smoothstep(0.0, 0.012, min(edge.x, edge.y)); color = mix(color, vec3(1.0, 0.25, 0.25), on_edge * 0.9); } // Bisection output: the field alone, with none of the shading above // applied. Godot forbids `return` inside fragment(), so this overrides // the computed colour rather than exiting early. if (debug_mode > 1.5) { color = vec3(clamp(nearest / 2.0, 0.0, 1.0)); } COLOR = vec4(color, 1.0); }