mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
- Glow sprites now use dedicated vertex buffer (glowVB_) separate from M2 particle buffer to prevent data race when renderM2Particles() overwrites glow data mid-flight - Move fadeAlpha from shared material UBO to per-draw push constants, eliminating cross-instance alpha race on non-double-buffered UBOs - Smooth adaptive render distance transitions to prevent pop-in/out at instance count thresholds (1000/2000) - Distance-tiered character bone throttling: near (<30u) every frame, mid (30-60u) every 3rd, far (60-120u) every 6th frame - Skip weapon instance animation updates (transforms set by parent bones)
94 lines
3 KiB
GLSL
94 lines
3 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(push_constant) uniform Push {
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mat4 model;
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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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float fadeAlpha;
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} push;
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layout(set = 2, binding = 0) readonly buffer BoneSSBO {
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mat4 bones[];
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};
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(location = 3) in vec4 aBoneWeights;
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layout(location = 4) in vec4 aBoneIndicesF;
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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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layout(location = 5) out float vFadeAlpha;
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void main() {
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vec4 pos = vec4(aPos, 1.0);
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vec4 norm = vec4(aNormal, 0.0);
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if (push.useBones != 0) {
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ivec4 bi = ivec4(aBoneIndicesF);
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mat4 skinMat = bones[bi.x] * aBoneWeights.x
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+ bones[bi.y] * aBoneWeights.y
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+ bones[bi.z] * aBoneWeights.z
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+ bones[bi.w] * aBoneWeights.w;
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pos = skinMat * pos;
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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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vFadeAlpha = push.fadeAlpha;
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gl_Position = projection * view * worldPos;
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}
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