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Add shader-driven tree beautification: wind sway, SSS, color variation, AO
- Vertex wind animation: 3-layer displacement (trunk/branch/leaf) with quadratic height scaling so bases stay grounded - Shadow pass: matching vertex displacement split into foliage/non-foliage passes, removed UV-wiggle approach - Leaf subsurface scattering: warm backlit glow when looking toward sun - Per-instance color variation: hue/brightness from position hash via flat varying to avoid interpolation flicker - Canopy ambient occlusion: height-based darkening of tree interiors - Detail normal perturbation: UV-only procedural normals to break flat cards - Bayer 4x4 ordered dither replacing sin-hash noise for alpha edges - Foliage skips shadow map sampling and specular to prevent flicker from swaying geometry sampling unstable shadow/highlight values
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11 changed files with 199 additions and 69 deletions
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@ -18,6 +18,7 @@ layout(push_constant) uniform Push {
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vec2 uvOffset;
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int texCoordSet;
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int useBones;
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int isFoliage;
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} push;
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layout(set = 2, binding = 0) readonly buffer BoneSSBO {
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@ -34,6 +35,8 @@ layout(location = 5) in vec2 aTexCoord2;
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layout(location = 0) out vec3 FragPos;
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layout(location = 1) out vec3 Normal;
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layout(location = 2) out vec2 TexCoord;
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layout(location = 3) flat out vec3 InstanceOrigin;
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layout(location = 4) out float ModelHeight;
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void main() {
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vec4 pos = vec4(aPos, 1.0);
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@ -49,11 +52,40 @@ void main() {
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norm = skinMat * norm;
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}
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// Wind animation for foliage
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if (push.isFoliage != 0) {
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float windTime = fogParams.z;
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vec3 worldRef = push.model[3].xyz;
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float heightFactor = clamp(pos.z / 20.0, 0.0, 1.0);
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heightFactor *= heightFactor; // quadratic — base stays grounded
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// Layer 1: Trunk sway — slow, large amplitude
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float trunkPhase = windTime * 0.8 + dot(worldRef.xy, vec2(0.1, 0.13));
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float trunkSwayX = sin(trunkPhase) * 0.35 * heightFactor;
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float trunkSwayY = cos(trunkPhase * 0.7) * 0.25 * heightFactor;
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// Layer 2: Branch sway — medium frequency, per-branch phase
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float branchPhase = windTime * 1.7 + dot(worldRef.xy, vec2(0.37, 0.71));
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float branchSwayX = sin(branchPhase + pos.y * 0.4) * 0.15 * heightFactor;
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float branchSwayY = cos(branchPhase * 1.1 + pos.x * 0.3) * 0.12 * heightFactor;
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// Layer 3: Leaf flutter — fast, small amplitude, per-vertex
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float leafPhase = windTime * 4.5 + dot(aPos, vec3(1.7, 2.3, 0.9));
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float leafFlutterX = sin(leafPhase) * 0.06 * heightFactor;
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float leafFlutterY = cos(leafPhase * 1.3) * 0.05 * heightFactor;
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pos.x += trunkSwayX + branchSwayX + leafFlutterX;
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pos.y += trunkSwayY + branchSwayY + leafFlutterY;
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}
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vec4 worldPos = push.model * pos;
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FragPos = worldPos.xyz;
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Normal = mat3(push.model) * norm.xyz;
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TexCoord = (push.texCoordSet == 1 ? aTexCoord2 : aTexCoord) + push.uvOffset;
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InstanceOrigin = push.model[3].xyz;
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ModelHeight = pos.z;
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gl_Position = projection * view * worldPos;
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}
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