mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
- 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
57 lines
1.8 KiB
GLSL
57 lines
1.8 KiB
GLSL
#version 450
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layout(push_constant) uniform Push {
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mat4 lightSpaceMatrix;
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mat4 model;
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} push;
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layout(set = 0, binding = 1) uniform ShadowParams {
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int useBones;
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int useTexture;
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int alphaTest;
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int foliageSway;
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float windTime;
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float foliageMotionDamp;
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};
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 2) in vec4 aBoneWeights;
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layout(location = 3) in vec4 aBoneIndicesF;
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layout(location = 0) out vec2 TexCoord;
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layout(location = 1) out vec3 WorldPos;
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void main() {
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vec4 pos = vec4(aPos, 1.0);
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// Wind vertex displacement for foliage (matches m2.vert.glsl)
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if (foliageSway != 0) {
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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;
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// Layer 1: Trunk sway
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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
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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
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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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WorldPos = worldPos.xyz;
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TexCoord = aTexCoord;
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gl_Position = push.lightSpaceMatrix * worldPos;
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}
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