51 lines
1.5 KiB
Text
51 lines
1.5 KiB
Text
shader_type spatial;
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render_mode depth_draw_opaque, cull_disabled;
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// Texture settings
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uniform sampler2D texture_albedo : hint_default_white, repeat_disable;
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uniform sampler2D texture_gradient : hint_default_white;
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uniform sampler2D texture_noise : hint_default_white;
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uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
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uniform vec4 transmission : source_color;
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uniform float total_height = 1.0;
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// Wind settings
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uniform vec2 wind_direction = vec2(1, -0.5);
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uniform float wind_speed = 1.0;
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uniform float wind_strength = 2.0;
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uniform float noise_scale = 20.0;
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varying float color;
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varying float height;
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void vertex() {
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height = VERTEX.y;
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vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0);
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vec2 uv = (world_pos.xz + VERTEX.yy) / (noise_scale + 1e-2) ;
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vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed);
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float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4;
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color = texture(texture_noise, uv).r;
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float wind_influence = smoothstep(0, 1, 1.0 - UV.y);
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vec2 wind_offset = -wind_direction * wind_strength * wind_influence * wind;
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world_pos.xz += wind_offset;
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world_pos.y -= wind * wind_influence * wind_strength * 0.45;
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vec4 local_pos = inverse(MODEL_MATRIX) * world_pos;
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VERTEX = local_pos.xyz;
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//NORMAL = vec3(0.0, 1.0, 0.0);
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}
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void fragment() {
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vec4 tex = texture(texture_albedo, UV);
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if (tex.a < alpha_scissor_threshold) {
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discard;
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}
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BACKLIGHT = transmission.rgb;
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vec4 gradient = texture(texture_gradient, vec2(height / total_height, 0.0));
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ALBEDO = tex.rbg * gradient.rgb;
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}
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