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

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// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Wind.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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/*
uniform float windOcclusionAmount = 0;
uniform float windStrength = 0;
uniform vec2 windSpeed = vec2(1,1);
uniform float windScale = 0.1;
uniform sampler2D windNoise;
uniform vec2 windNoiseAngleOffset;
uniform vec2 windNoiseStrengthOffset;
uniform float windStart = 0;
uniform float windEnd = 1;
uniform float windWeightCurve:hint_range(0,1) = 0.5f;
uniform float windHeightCompensation :hint_range(0,1) = 0.5f;
uniform float windNormalBending :hint_range(0,1) = 0.1f;
varying float vertexWindAO;
applyWind(
TIME,
MODEL_MATRIX,
VERTEX,
NORMAL,
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vertexWindAO,
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windOcclusionAmount,
windStrength,
windSpeed,
windScale,
windNoise,
windNoiseAngleOffset,
windNoiseStrengthOffset,
windStart,
windEnd,
windWeightCurve,
windHeightCompensation,
windNormalBending
);
*/
void applyWind(
float _TIME,
mat4 _MODEL_MATRIX,
inout vec3 _VERTEX,
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inout vec3 _NORMAL,
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inout float _vertexWindAO,
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float _windOcclusionAmount,
float _windStrength,
vec2 _windSpeed,
float _windScale,
sampler2D _windNoise,
vec2 _windNoiseAngleOffset,
vec2 _windNoiseStrengthOffset,
float _windStart,
float _windEnd,
float _windWeightCurve,
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float _windHeightCompensation,
float _windNormalBending
)
{
float _windAmount = normalizeToRange01( _VERTEX.y, _windStart, _windEnd );
float rawWindAmount = _windAmount;
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float originalHeight = _VERTEX.y;
_windAmount = mix( _windAmount, _windAmount * _windAmount, _windWeightCurve );
vec3 worldVertex = localToWorld( _VERTEX, _MODEL_MATRIX );
vec2 _windUV = _TIME * _windSpeed + worldVertex.xz * _windScale;
float angle = texture( _windNoise, _windUV + _windNoiseAngleOffset).r * PI * 2.0;
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float generalStrength = texture( _windNoise, _windUV + _windNoiseStrengthOffset ).r;
float strength = generalStrength * _windStrength;
vec2 circle = onCircle( angle ) * strength;
_VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * _windAmount, _MODEL_MATRIX );
float minY = min( _VERTEX.y, 0 );
_VERTEX.y = mix( _VERTEX.y, max( minY, _VERTEX.y - strength * _windAmount), _windHeightCompensation * 4.0f );
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_NORMAL = normalize( mix( _NORMAL, vec3( circle.x, -1, circle.y ), generalStrength * _windNormalBending ) );
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_vertexWindAO = mix( 1, 0, generalStrength * _windOcclusionAmount);
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}
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/*
// [ WIND ]
group_uniforms wind;
// Texture for close wind: grass/foliage
global uniform sampler2D rj_GlobalWindNoiseTextureClose;
// Texture for far wind: trees
global uniform sampler2D rj_GlobalWindNoiseTextureFar;
// Windposition close
global uniform vec2 rj_GlobalWindPositionClose;
// Windposition far
global uniform vec2 rj_GlobalWindPositionFar;
// Wind direction for both
global uniform vec2 rj_GlobalWindDirection;
// Wind speed for both
global uniform float rj_GlobalWindSpeed;
// Weights for x: close and y: far
uniform vec2 windWeights = vec2( 0.5, 0.5 );
// Scales the world-vertex based variance
uniform float windSeedSize = 1.0;
// Max xz bending
uniform float windMaxStrength = 0.2;
// Max yaw rotation
uniform float windMaxRotation = 0.1;
// Linear/Inv-Quadratic mapping for the strength
uniform float windStrengthCurve:hint_range( 0.0, 1.0 );
// Influence start in local Y
uniform float windStart = 0.1;
// Influence max in local Y
uniform float windEnd = 2.0;
// Influence mapping over local Y
uniform float windWeightCurve:hint_range( 0.0,1.0 ) = 0.5;
// Ducking in y for amount, strong wind => vertices lower
uniform float windHeightCompensation;
// Normal incluence
uniform float windNormalBending;
// AO influence
uniform float windOcclusionAmount;
varying float vertexWindAO;
//
----------
== vertex()
{
// WIND
float windAO = 0.0;
applyGlobalWind(
MODEL_MATRIX,
VERTEX,
NORMAL,
windAO,
windOcclusionAmount,
rj_GlobalWindNoiseTextureClose,
rj_GlobalWindNoiseTextureFar,
rj_GlobalWindPositionClose,
rj_GlobalWindPositionFar,
rj_GlobalWindDirection,
rj_GlobalWindSpeed,
windWeights,
windSeedSize,
windMaxStrength,
windMaxRotation,
windStrengthCurve,
windStart,
windEnd,
windWeightCurve,
windHeightCompensation,
windNormalBending
);
vertexWindAO = windAO;
}
----------
== fragment()
{
AO *= vertexWindAO;
}
*/
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void applyGlobalWind(
mat4 _MODEL_MATRIX,
inout vec3 _VERTEX,
inout vec3 _NORMAL,
inout float _vertexWindAO,
float _windOcclusionAmount,
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sampler2D _globalWindNoiseTextureClose,
sampler2D _globalWindNoiseTextureFar,
vec2 _globalWindPositionClose,
vec2 _globalWindPositionFar,
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vec2 _globalWindDirection,
float _globalWindSpeed,
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vec2 _windWeights,
float _windSeedSize,
float _windMaxStrength,
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float _windMaxRotation,
float _windStrengthCurve,
float _windStart,
float _windEnd,
float _windWeightCurve,
float _windHeightCompensation,
float _windNormalBending
)
{
float _windForceState = ( _globalWindSpeed / 100.0 );
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if ( _windForceState != 0.0 )
{
_windForceState = mix( _windForceState, _windForceState / _windForceState, _windStrengthCurve *_windForceState );
}
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float _windStrength = _windMaxStrength * _windForceState;
float _windAmount = normalizeToRange01( _VERTEX.y, _windStart, _windEnd );
float rawWindAmount = _windAmount;
float originalHeight = _VERTEX.y;
_windAmount = mix( _windAmount, _windAmount * _windAmount, _windWeightCurve );
vec3 worldVertex = localToWorld( _VERTEX, _MODEL_MATRIX );
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vec2 seedSizeClose = vec2( textureSize( _globalWindNoiseTextureClose, 0 ) ) * _windSeedSize;
vec2 seedSizeFar = vec2( textureSize( _globalWindNoiseTextureFar, 0 ) ) * _windSeedSize;
vec4 windRGBClose = texture( _globalWindNoiseTextureClose, fract( _globalWindPositionClose + worldVertex.xz / seedSizeClose ) );
vec4 windRGBFar = texture( _globalWindNoiseTextureFar, fract( _globalWindPositionFar + worldVertex.xz / seedSizeFar ) );
float generalStrength = windRGBClose.r * _windWeights.x + windRGBFar.r * _windWeights.y;
float angleAmount = windRGBClose.g * _windWeights.x + windRGBFar.g * _windWeights.y;
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float strength = generalStrength * _windStrength;
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float angle = ( angleAmount * 2.0 - 1.0 ) * PI * _windMaxRotation * _windForceState;
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vec2 direction = normalize( _globalWindDirection );
direction = normalize( rotate_v2( direction, angle ) );
direction *= strength;
_VERTEX = worldToLocal( worldVertex + vec3( direction.x, 0, direction.y ) * _windAmount, _MODEL_MATRIX );
float minY = min( _VERTEX.y, 0 );
_VERTEX.y = mix( _VERTEX.y, max( minY, _VERTEX.y - strength * _windAmount), _windHeightCompensation * 4.0f );
_NORMAL = normalize( mix( _NORMAL, vec3( direction.x, -1, direction.y ), generalStrength * _windNormalBending ) );
_vertexWindAO = mix( 1, 0, generalStrength * _windOcclusionAmount);
}