Kelsidavis-WoWee/assets/shaders/m2.vert.glsl
Kelsi 30fa9836d9 Fix glow sprite flashing, move fadeAlpha to push constants, throttle character bones
- 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)
2026-03-04 08:17:32 -08:00

94 lines
3 KiB
GLSL

#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;
};
layout(push_constant) uniform Push {
mat4 model;
vec2 uvOffset;
int texCoordSet;
int useBones;
int isFoliage;
float fadeAlpha;
} push;
layout(set = 2, binding = 0) readonly buffer BoneSSBO {
mat4 bones[];
};
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() {
vec4 pos = vec4(aPos, 1.0);
vec4 norm = vec4(aNormal, 0.0);
if (push.useBones != 0) {
ivec4 bi = ivec4(aBoneIndicesF);
mat4 skinMat = bones[bi.x] * aBoneWeights.x
+ bones[bi.y] * aBoneWeights.y
+ bones[bi.z] * aBoneWeights.z
+ bones[bi.w] * aBoneWeights.w;
pos = skinMat * pos;
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;
vFadeAlpha = push.fadeAlpha;
gl_Position = projection * view * worldPos;
}