feat(foliage): add recovering grass trails and bush contact
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@@ -1,6 +1,8 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
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#include "foliage_trail.gdshaderinc"
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uniform vec2 wind_direction = vec2(0.94, 0.34);
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uniform float wind_strength : hint_range(0.0, 0.2) = 0.07;
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uniform float wind_speed : hint_range(0.0, 2.0) = 0.55;
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@@ -10,6 +12,10 @@ uniform float flutter_strength : hint_range(0.0, 0.05) = 0.012;
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uniform float wind_phase : hint_range(0.0, 6.2832) = 0.0;
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uniform vec3 albedo : source_color = vec3(0.19, 0.38, 0.17);
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uniform float roughness : hint_range(0.0, 1.0) = 0.9;
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uniform vec3 contact_root = vec3(0.0);
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uniform float contact_strength = 0.0;
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uniform int interactor_count = 0;
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uniform vec3 interactor_positions[8];
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varying vec3 paint_position;
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void vertex() {
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@@ -28,6 +34,36 @@ void vertex() {
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VERTEX.xz += direction * bend * height_factor;
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VERTEX.xz += crosswind * flutter * height_factor;
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if (foliage_trails_enabled && contact_strength > 0.0) {
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// One bend for the whole bush, including fruit; its base remains planted.
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vec3 contact = sample_foliage_trail(contact_root);
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vec3 edge_contact = sample_foliage_trail(contact_root + vec3(0.45, 0.0, 0.0));
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if (edge_contact.z > contact.z) { contact = edge_contact; }
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edge_contact = sample_foliage_trail(contact_root - vec3(0.45, 0.0, 0.0));
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if (edge_contact.z > contact.z) { contact = edge_contact; }
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edge_contact = sample_foliage_trail(contact_root + vec3(0.0, 0.0, 0.45));
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if (edge_contact.z > contact.z) { contact = edge_contact; }
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edge_contact = sample_foliage_trail(contact_root - vec3(0.0, 0.0, 0.45));
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if (edge_contact.z > contact.z) { contact = edge_contact; }
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vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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float rooted = smoothstep(0.0, 1.25, world_position.y - contact_root.y);
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// Bushes spring back faster than the flattened meadow trail.
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float spring = pow(contact.z, 5.0);
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vec2 bend_direction = contact.xy / max(length(contact.xy), 0.001);
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for (int index = 0; index < 8; index++) {
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if (index >= interactor_count) { break; }
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vec2 offset = contact_root.xz - interactor_positions[index].xz;
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float distance_to_actor = length(offset);
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float influence = 1.0 - smoothstep(0.25, 1.8, distance_to_actor);
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influence *= 1.0 - smoothstep(0.55, 1.35, abs(contact_root.y - interactor_positions[index].y));
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if (influence > spring) {
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spring = influence;
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bend_direction = offset / max(distance_to_actor, 0.001);
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}
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}
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vec3 displacement = vec3(bend_direction.x, -0.18, bend_direction.y) * spring * contact_strength * rooted;
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VERTEX += (inverse(MODEL_MATRIX) * vec4(displacement, 0.0)).xyz;
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}
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}
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void fragment() {
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