2025-06-10 13:16:36 +00:00
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// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Wind.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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2025-06-27 05:12:53 +00:00
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/*
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uniform bool windEnabled = false;
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uniform float windOcclusionAmount = 0;
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uniform float windStrength = 0;
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uniform vec2 windSpeed = vec2(1,1);
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uniform float windScale = 0.1;
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uniform sampler2D windNoise;
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uniform vec2 windNoiseAngleOffset;
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uniform vec2 windNoiseStrengthOffset;
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uniform float windStart = 0;
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uniform float windEnd = 1;
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uniform float windWeightCurve:hint_range(0,1) = 0.5f;
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uniform float windHeightCompensation :hint_range(0,1) = 0.5f;
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uniform float windNormalBending :hint_range(0,1) = 0.1f;
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varying float vertexWindAO;
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applyWind(
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TIME,
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MODEL_MATRIX,
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VERTEX,
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NORMAL,
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windAO,
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windOcclusionAmount,
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windStrength,
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windSpeed,
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windScale,
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windNoise,
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windNoiseAngleOffset,
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windNoiseStrengthOffset,
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windStart,
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windEnd,
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windWeightCurve,
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windHeightCompensation,
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windNormalBending
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);
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*/
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2025-06-10 13:16:36 +00:00
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void applyWind(
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float _TIME,
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mat4 _MODEL_MATRIX,
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inout vec3 _VERTEX,
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inout vec3 _NORMAL,
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inout float _windAO,
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float _windOcclusionAmount,
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float _windStrength,
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vec2 _windSpeed,
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float _windScale,
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sampler2D _windNoise,
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vec2 _windNoiseAngleOffset,
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vec2 _windNoiseStrengthOffset,
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float _windStart,
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float _windEnd,
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float _windWeightCurve,
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float _windHeightCompensation,
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float _windNormalBending
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)
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{
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float _windAmount = normalizeToRange01( _VERTEX.y, _windStart, _windEnd );
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float rawWindAmount = _windAmount;
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float originalHeight = _VERTEX.y;
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_windAmount = mix( _windAmount, _windAmount * _windAmount, _windWeightCurve );
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vec3 worldVertex = localToWorld( _VERTEX, _MODEL_MATRIX );
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vec2 _windUV = _TIME * _windSpeed + worldVertex.xz * _windScale;
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float angle = texture( _windNoise, _windUV + _windNoiseAngleOffset).r * PI * 2.0;
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float generalStrength = texture( _windNoise, _windUV + _windNoiseStrengthOffset ).r;
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float strength = generalStrength * _windStrength;
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vec2 circle = onCircle( angle ) * strength;
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_VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * _windAmount, _MODEL_MATRIX );
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float minY = min( _VERTEX.y, 0 );
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_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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_windAO = mix( 1, 0, generalStrength * _windOcclusionAmount);
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2025-06-10 13:16:36 +00:00
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}
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