#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; // Per-draw push constants (batch-level data only) layout(push_constant) uniform Push { int texCoordSet; // UV set index (0 or 1) int isFoliage; // Foliage wind animation flag int instanceDataOffset; // Base index into InstanceSSBO for this draw group } push; layout(set = 2, binding = 0) readonly buffer BoneSSBO { mat4 bones[]; }; // Per-instance data read via gl_InstanceIndex (GPU instancing) struct InstanceData { mat4 model; vec2 uvOffset; float fadeAlpha; int useBones; int boneBase; }; layout(set = 3, binding = 0) readonly buffer InstanceSSBO { InstanceData instanceData[]; }; layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; layout(location = 3) in vec4 aBoneWeights; layout(location = 4) in vec4 aBoneIndicesF; 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; layout(location = 5) out float vFadeAlpha; void main() { // Fetch per-instance data from SSBO int instIdx = push.instanceDataOffset + gl_InstanceIndex; mat4 model = instanceData[instIdx].model; vec2 uvOff = instanceData[instIdx].uvOffset; float fade = instanceData[instIdx].fadeAlpha; int uBones = instanceData[instIdx].useBones; int bBase = instanceData[instIdx].boneBase; vec4 pos = vec4(aPos, 1.0); vec4 norm = vec4(aNormal, 0.0); if (uBones != 0) { ivec4 bi = ivec4(aBoneIndicesF); mat4 skinMat = bones[bBase + bi.x] * aBoneWeights.x + bones[bBase + bi.y] * aBoneWeights.y + bones[bBase + bi.z] * aBoneWeights.z + bones[bBase + bi.w] * aBoneWeights.w; pos = skinMat * pos; norm = skinMat * norm; } // Wind animation for foliage if (push.isFoliage != 0) { float windTime = fogParams.z; vec3 worldRef = 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 = model * pos; FragPos = worldPos.xyz; Normal = mat3(model) * norm.xyz; TexCoord = (push.texCoordSet == 1 ? aTexCoord2 : aTexCoord) + uvOff; InstanceOrigin = model[3].xyz; ModelHeight = pos.z; vFadeAlpha = fade; gl_Position = projection * view * worldPos; }