#version 450 layout(push_constant) uniform Push { mat4 lightSpaceMatrix; mat4 model; } push; layout(set = 0, binding = 1) uniform ShadowParams { int useBones; int useTexture; int alphaTest; int foliageSway; float windTime; float foliageMotionDamp; }; layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in vec4 aBoneWeights; layout(location = 3) in vec4 aBoneIndicesF; layout(location = 0) out vec2 TexCoord; layout(location = 1) out vec3 WorldPos; void main() { vec4 pos = vec4(aPos, 1.0); // Wind vertex displacement for foliage (matches m2.vert.glsl) if (foliageSway != 0) { vec3 worldRef = push.model[3].xyz; float heightFactor = clamp(pos.z / 20.0, 0.0, 1.0); heightFactor *= heightFactor; // Layer 1: Trunk sway 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 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 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; WorldPos = worldPos.xyz; TexCoord = aTexCoord; gl_Position = push.lightSpaceMatrix * worldPos; }