rj-action-library/Runtime/Shading/Library/Billboard.gdshaderinc

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2025-10-24 11:38:51 +00:00
// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Billboard.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
void applyBillboardBending(
inout vec3 _VERTEX,
vec3 _CAMERA_DIRECTION_WORLD,
vec3 _CAMERA_POSITION_WORLD,
mat4 _MODEL_MATRIX,
mat4 _VIEW_MATRIX,
mat4 _PROJECTION_MATRIX,
mat4 _INV_VIEW_MATRIX,
float _bendingAmount,
float _maxBendingAmount,
float _edgeScale,
float _minY,
float _maxY
)
{
float camDot = max( 0, dot( vec3( 0, 1, 0 ), _CAMERA_DIRECTION_WORLD ) );
camDot = camDot * camDot * camDot;
vec3 worldPosition = localToView( _VERTEX, _MODEL_MATRIX );
vec3 directionToCam = worldPosition - _CAMERA_POSITION_WORLD;
float d = length( directionToCam );
directionToCam.y = 0.0;
float dScale = min( _bendingAmount / d, _maxBendingAmount );
vec3 view = worldToView( worldPosition, _VIEW_MATRIX );
vec2 clip = viewToClip( view, _PROJECTION_MATRIX ).xy;
float sd = 1.0 / ( 1.0 + length( clip ) );
sd = mix( 1, sd, _edgeScale );
//directionToCam = normalize( directionToCam );
directionToCam = applyMatrixWithoutTranslation( vec3(0,-1,0), _INV_VIEW_MATRIX );
float am = camDot * mapClamped( _VERTEX.y, _minY, _maxY, 1, -1 );
am = am * am * am;
_VERTEX += am * worldToLocalDirection( directionToCam, _MODEL_MATRIX ) * dScale * sd;
}
void applyBillboardBendingWithDirection(
inout vec3 _VERTEX,
vec3 _CAMERA_DIRECTION_WORLD,
vec3 _CAMERA_POSITION_WORLD,
mat4 _MODEL_MATRIX,
mat4 _VIEW_MATRIX,
mat4 _PROJECTION_MATRIX,
mat4 _INV_VIEW_MATRIX,
float _bendingAmount,
float _maxBendingAmount,
float _edgeScale,
float _minY,
float _maxY,
vec3 _bendingDirection
)
{
float camDot = max( 0, dot( vec3( 0, 1, 0 ), _CAMERA_DIRECTION_WORLD ) );
camDot = camDot * camDot * camDot;
vec3 worldPosition = localToView( _VERTEX, _MODEL_MATRIX );
vec3 directionToCam = worldPosition - _CAMERA_POSITION_WORLD;
float d = length( directionToCam );
directionToCam.y = 0.0;
float dScale = min( _bendingAmount / d, _maxBendingAmount );
vec3 view = worldToView( worldPosition, _VIEW_MATRIX );
vec2 clip = viewToClip( view, _PROJECTION_MATRIX ).xy;
float sd = 1.0 / ( 1.0 + length( clip ) );
sd = mix( 1, sd, _edgeScale );
//directionToCam = normalize( directionToCam );
directionToCam = worldToViewDirection( _bendingDirection, _VIEW_MATRIX );
directionToCam.y = 0.0;
directionToCam = viewToWorldDirection( _bendingDirection, _INV_VIEW_MATRIX );
float am = camDot * mapClamped( _VERTEX.y, _minY, _maxY, 1, -1 );
am = am * am * am;
_VERTEX += am * worldToLocalDirection( directionToCam, _MODEL_MATRIX ) * dScale * sd;
}