62 lines
2.2 KiB
Text
62 lines
2.2 KiB
Text
shader_type spatial;
|
|
|
|
render_mode depth_draw_opaque, cull_disabled;
|
|
|
|
// Texture settings
|
|
uniform sampler2D texture_albedo : hint_default_white, repeat_disable;
|
|
uniform sampler2D texture_gradient : hint_default_white, repeat_disable;
|
|
uniform sampler2D texture_noise : hint_default_white;
|
|
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
|
|
uniform vec4 transmission : source_color;
|
|
uniform vec4 secondary_color : source_color;
|
|
uniform float secondary_attenuation = 0.2;
|
|
uniform float grass_height = 1.0;
|
|
|
|
// Wind settings
|
|
uniform vec2 wind_direction = vec2(1, -0.5);
|
|
uniform float wind_speed = 1.0;
|
|
uniform float wind_strength = 2.0;
|
|
uniform float noise_scale = 20.0;
|
|
|
|
instance uniform float camera_bend_strength : hint_range(0.0, 3.0) = 0.2;
|
|
|
|
varying float color;
|
|
varying float height;
|
|
|
|
void vertex() {
|
|
height = VERTEX.y;
|
|
float influence = smoothstep(0, 1, height / 2.0);
|
|
vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0);
|
|
vec2 uv = world_pos.xz / (noise_scale + 1e-2);
|
|
vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed);
|
|
float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4;
|
|
color = texture(texture_noise, uv).r;
|
|
|
|
vec2 wind_offset = -wind_direction * wind_strength * influence * wind;
|
|
world_pos.xz += wind_offset;
|
|
world_pos.y -= wind * influence * smoothstep(0.0, height, wind_strength);
|
|
|
|
//Push the top vertex away from the camera to bend the grass clump
|
|
float ndotv = 1.0 - dot(vec3(0.0, 1.0, 0.0), normalize(INV_VIEW_MATRIX[1].xyz));
|
|
world_pos.xz += INV_VIEW_MATRIX[1].xz * camera_bend_strength * height * ndotv;
|
|
|
|
vec4 local_pos = inverse(MODEL_MATRIX) * world_pos;
|
|
local_pos.x += wind_strength * influence * cos(TIME * 1.0) / 8.0;
|
|
local_pos.z += wind_strength * influence * sin(TIME * 1.5) / 8.0;
|
|
|
|
VERTEX = local_pos.xyz;
|
|
//NORMAL = vec3(0.0, 1.0, 0.0);
|
|
}
|
|
|
|
void fragment() {
|
|
vec4 tex = texture(texture_albedo, UV);
|
|
if (tex.a < alpha_scissor_threshold) {
|
|
discard;
|
|
}
|
|
|
|
BACKLIGHT = transmission.rgb;
|
|
vec4 gradient = texture(texture_gradient, vec2(height / grass_height, 0.0));
|
|
float secondary_weight = smoothstep(0.0, 1.0, color - secondary_attenuation);
|
|
ALBEDO = tex.rbg * gradient.rgb;
|
|
//ALBEDO = mix(ALBEDO, secondary_color.rgb, secondary_weight);
|
|
}
|