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
This commit is contained in:
Kelsi 2026-02-23 03:53:50 -08:00
parent 4511de8d38
commit ef1e5abe8e
11 changed files with 199 additions and 69 deletions

View file

@ -18,6 +18,7 @@ layout(push_constant) uniform Push {
vec2 uvOffset;
int texCoordSet;
int useBones;
int isFoliage;
} push;
layout(set = 2, binding = 0) readonly buffer BoneSSBO {
@ -34,6 +35,8 @@ layout(location = 5) in vec2 aTexCoord2;
layout(location = 0) out vec3 FragPos;
layout(location = 1) out vec3 Normal;
layout(location = 2) out vec2 TexCoord;
layout(location = 3) flat out vec3 InstanceOrigin;
layout(location = 4) out float ModelHeight;
void main() {
vec4 pos = vec4(aPos, 1.0);
@ -49,11 +52,40 @@ void main() {
norm = skinMat * norm;
}
// Wind animation for foliage
if (push.isFoliage != 0) {
float windTime = fogParams.z;
vec3 worldRef = push.model[3].xyz;
float heightFactor = clamp(pos.z / 20.0, 0.0, 1.0);
heightFactor *= heightFactor; // quadratic — base stays grounded
// Layer 1: Trunk sway — slow, large amplitude
float trunkPhase = windTime * 0.8 + dot(worldRef.xy, vec2(0.1, 0.13));
float trunkSwayX = sin(trunkPhase) * 0.35 * heightFactor;
float trunkSwayY = cos(trunkPhase * 0.7) * 0.25 * heightFactor;
// Layer 2: Branch sway — medium frequency, per-branch phase
float branchPhase = windTime * 1.7 + dot(worldRef.xy, vec2(0.37, 0.71));
float branchSwayX = sin(branchPhase + pos.y * 0.4) * 0.15 * heightFactor;
float branchSwayY = cos(branchPhase * 1.1 + pos.x * 0.3) * 0.12 * heightFactor;
// Layer 3: Leaf flutter — fast, small amplitude, per-vertex
float leafPhase = windTime * 4.5 + dot(aPos, vec3(1.7, 2.3, 0.9));
float leafFlutterX = sin(leafPhase) * 0.06 * heightFactor;
float leafFlutterY = cos(leafPhase * 1.3) * 0.05 * heightFactor;
pos.x += trunkSwayX + branchSwayX + leafFlutterX;
pos.y += trunkSwayY + branchSwayY + leafFlutterY;
}
vec4 worldPos = push.model * pos;
FragPos = worldPos.xyz;
Normal = mat3(push.model) * norm.xyz;
TexCoord = (push.texCoordSet == 1 ? aTexCoord2 : aTexCoord) + push.uvOffset;
InstanceOrigin = push.model[3].xyz;
ModelHeight = pos.z;
gl_Position = projection * view * worldPos;
}