84 lines
2.3 KiB
Plaintext
84 lines
2.3 KiB
Plaintext
shader_type spatial;
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render_mode cull_disabled;
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uniform float size_small = 0.2;
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uniform float size_large = 0.6;
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uniform float blade_bend = 0.5;
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uniform vec3 color_small: source_color = vec3(0.3, 0.6, 0.1);
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uniform vec3 color_large: source_color = vec3(0.9, 0.9, 0.2);
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uniform sampler2D patch_noise;
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uniform float patch_scale = 5.0;
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varying float patch_factor;
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uniform sampler2D wind_noise;
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uniform float wind_strength = 0.1;
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uniform vec2 wind_direction = vec2(1.0, 0.0);
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uniform float wind_bend_strength = 2.0;
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uniform float wind_ao_affect = 1.5;
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uniform float object_radius = 1.0;
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uniform vec3 object_position;
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varying float bottom_to_top;
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varying float current_wind_bend;
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varying float cut_height;
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void vertex() {
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cut_height = 1.0;
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// Cutting all grass on the right
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if (NODE_POSITION_WORLD.x > 0.0) {
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cut_height = 0.5;
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VERTEX.y = min(VERTEX.y, cut_height);
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UV.y = max(UV.y, 1.0 - cut_height);
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}
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bottom_to_top = 1.0 - UV.y;
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// Wind logic
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vec2 wind_position = NODE_POSITION_WORLD.xz / 10.0;
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wind_position -= (TIME + 8.0) * wind_direction * wind_strength;
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current_wind_bend = texture(wind_noise, wind_position).x;
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current_wind_bend *= wind_strength;
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current_wind_bend *= bottom_to_top * 2.0;
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mat4 inv_model = inverse(MODEL_MATRIX);
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vec2 local_direction = (inv_model * vec4(wind_direction.x, 0.0, wind_direction.y, 0.0)).xz;
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VERTEX.xz += current_wind_bend * local_direction * wind_bend_strength;
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// Bend away from the object
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float object_distance = distance(object_position, NODE_POSITION_WORLD);
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float bend_away_strength = max(object_radius - object_distance, 0.0) / object_radius;
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vec2 bend_direction = normalize(object_position.xz - NODE_POSITION_WORLD.xz);
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VERTEX.xz -= (inv_model * vec4(bend_direction.x, 0.0, bend_direction.y, 0.0)).xz
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* bend_away_strength * bottom_to_top;
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VERTEX.y -= bend_away_strength * bottom_to_top * 0.5;
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// General appearance
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VERTEX.z += blade_bend * pow(bottom_to_top, 2.0);
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patch_factor = texture(patch_noise, NODE_POSITION_WORLD.xz / patch_scale).r;
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VERTEX *= mix(size_small, size_large, patch_factor);
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NORMAL = mix(NORMAL, vec3(0.0, 1.0, 0.0), bottom_to_top);
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}
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void fragment() {
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AO = bottom_to_top - current_wind_bend * wind_ao_affect;
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AO_LIGHT_AFFECT = cut_height;
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ALBEDO = mix(color_small, color_large, patch_factor);
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BACKLIGHT = vec3(0.2);
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ROUGHNESS = 0.4;
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SPECULAR = 0.2;
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}
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