diff --git a/maps/shaders/micro_vegetation_aa.gdshader b/maps/shaders/micro_vegetation_aa.gdshader new file mode 100644 index 0000000..b634e6b --- /dev/null +++ b/maps/shaders/micro_vegetation_aa.gdshader @@ -0,0 +1,65 @@ +// NOTE: Shader automatically converted from Godot Engine 4.0.alpha6's StandardMaterial3D. + +shader_type spatial; +render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha; +uniform vec4 albedo : hint_color; +uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable; +uniform float point_size : hint_range(0,128); +uniform float roughness : hint_range(0,1); +uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable; +uniform vec4 metallic_texture_channel; +uniform sampler2D texture_roughness : hint_roughness_g,filter_linear_mipmap,repeat_enable; +uniform vec4 roughness_texture_channel; +uniform float alpha_scissor_threshold : hint_range(0.0, 1.0); +uniform float specular; +uniform float metallic; +uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable; +uniform float normal_scale : hint_range(-16,16); +// Wind settings. +uniform float speed = 1.0; +uniform float minStrength : hint_range(0.0, 1.0); +uniform float maxStrength : hint_range(0.0, 1.0); +uniform float interval = 3.5; +uniform float detail = 1.0; +uniform float distortion : hint_range(0.0, 1.0); +uniform vec2 direction = vec2(1.0, 0.0); +uniform float heightOffset = 0.0; + +// UV Uniforms must be after other uniforms because there is a bug with vec3. +uniform vec3 uv1_scale; +uniform vec3 uv1_offset; +uniform vec3 uv2_scale; +uniform vec3 uv2_offset; + +vec3 getWind(mat4 worldMatrix, vec3 vertex, float timer){ + vec4 pos = worldMatrix * mix(vec4(1.0), vec4(vertex, 1.0), distortion); + float time = timer * speed + pos.x + pos.z; + float diff = pow(maxStrength - minStrength, 2); + float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength); + float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, vertex.y - heightOffset); + vec2 dir = normalize(direction); + + return vec3(wind * dir.x, 0.0, wind * dir.y); + } + + +void vertex() { + vec4 worldPos = INV_VIEW_MATRIX * vec4(VERTEX, 1.0); + worldPos.xyz += getWind(MODEL_MATRIX, VERTEX, TIME); + VERTEX = (VIEW_MATRIX * worldPos).xyz; + NORMAL = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; + UV = UV * uv1_scale.xy + uv1_offset.xy; +} + +void fragment() { + vec2 base_uv = UV; + vec4 albedo_tex = texture(texture_albedo, base_uv); + ALBEDO = albedo.rgb * albedo_tex.rgb; + float metallic_tex = dot(texture(texture_metallic,base_uv), metallic_texture_channel); + METALLIC = metallic_tex * metallic; + float roughness_tex = dot(texture(texture_roughness,base_uv), roughness_texture_channel); + ROUGHNESS = roughness_tex * roughness; + SPECULAR = specular; + ALPHA = albedo.a * albedo_tex.a; + ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; +}