shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; #include "foliage_trail.gdshaderinc" uniform vec2 wind_direction = vec2(0.94, 0.34); uniform float wind_strength : hint_range(0.0, 0.2) = 0.07; uniform float wind_speed : hint_range(0.0, 2.0) = 0.55; uniform float gust_speed : hint_range(0.0, 1.0) = 0.12; uniform float gust_strength : hint_range(0.0, 0.8) = 0.35; uniform float flutter_strength : hint_range(0.0, 0.05) = 0.012; uniform float wind_phase : hint_range(0.0, 6.2832) = 0.0; uniform float wind_base_height = -1.2; uniform float wind_full_height = 1.2; uniform vec3 albedo : source_color = vec3(0.19, 0.38, 0.17); uniform float roughness : hint_range(0.0, 1.0) = 0.9; uniform float painted_vertex_weight : hint_range(0.0, 1.0) = 0.0; uniform vec3 contact_root = vec3(0.0); uniform float contact_strength = 0.0; uniform int interactor_count = 0; uniform vec3 interactor_positions[8]; varying vec3 paint_position; void vertex() { paint_position = VERTEX; float height_factor = clamp((VERTEX.y - wind_base_height) / max(wind_full_height - wind_base_height, 0.01), 0.0, 1.0); height_factor = height_factor * height_factor; vec2 direction = normalize(wind_direction); vec2 crosswind = vec2(-direction.y, direction.x); float world_phase = wind_phase + dot(MODEL_MATRIX[3].xz, vec2(0.07, 0.05)); float gust_wave = 0.5 + 0.5 * sin(TIME * gust_speed + world_phase * 0.7); float gust = mix(1.0 - gust_strength, 1.0, gust_wave); float bend = sin(TIME * wind_speed + world_phase) * wind_strength * gust; float flutter = sin(TIME * 1.7 + world_phase * 1.9 + VERTEX.y * 2.0) * flutter_strength; // Crown orientation varies, but all foliage follows the same world breeze. vec3 world_bend = vec3(direction.x, 0.0, direction.y) * bend; world_bend += vec3(crosswind.x, 0.0, crosswind.y) * flutter; VERTEX += (inverse(MODEL_MATRIX) * vec4(world_bend, 0.0)).xyz * height_factor; if (foliage_trails_enabled && contact_strength > 0.0) { // One bend for the whole bush, including fruit; its base remains planted. vec3 contact = sample_foliage_trail(contact_root); vec3 edge_contact = sample_foliage_trail(contact_root + vec3(0.45, 0.0, 0.0)); if (edge_contact.z > contact.z) { contact = edge_contact; } edge_contact = sample_foliage_trail(contact_root - vec3(0.45, 0.0, 0.0)); if (edge_contact.z > contact.z) { contact = edge_contact; } edge_contact = sample_foliage_trail(contact_root + vec3(0.0, 0.0, 0.45)); if (edge_contact.z > contact.z) { contact = edge_contact; } edge_contact = sample_foliage_trail(contact_root - vec3(0.0, 0.0, 0.45)); if (edge_contact.z > contact.z) { contact = edge_contact; } vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; float rooted = smoothstep(0.0, 1.25, world_position.y - contact_root.y); // Bushes spring back faster than the flattened meadow trail. float spring = pow(contact.z, 5.0); vec2 bend_direction = contact.xy / max(length(contact.xy), 0.001); for (int index = 0; index < 8; index++) { if (index >= interactor_count) { break; } vec2 offset = contact_root.xz - interactor_positions[index].xz; float distance_to_actor = length(offset); float influence = 1.0 - smoothstep(0.25, 1.8, distance_to_actor); influence *= 1.0 - smoothstep(0.55, 1.35, abs(contact_root.y - interactor_positions[index].y)); if (influence > spring) { spring = influence; bend_direction = offset / max(distance_to_actor, 0.001); } } vec3 displacement = vec3(bend_direction.x, -0.18, bend_direction.y) * spring * contact_strength * rooted; VERTEX += (inverse(MODEL_MATRIX) * vec4(displacement, 0.0)).xyz; } } void fragment() { float patches = sin(paint_position.x * 6.0 + sin(paint_position.z * 7.0)) * sin(paint_position.y * 5.0); float top = smoothstep(-0.65, 0.8, paint_position.y); vec3 pigment = mix(vec3(1.0), COLOR.rgb, painted_vertex_weight); vec3 shade_tint = mix(vec3(0.77, 0.95, 1.01), vec3(1.10, 1.06, 0.87), top); ALBEDO = albedo * pigment * shade_tint * mix(0.91, 1.13, top); ALBEDO *= 1.0 + smoothstep(0.18, 0.65, patches) * 0.07; ROUGHNESS = roughness; SPECULAR = 0.0; } void light() { float band = smoothstep(0.08, 0.18, dot(NORMAL, LIGHT)); float highlight = smoothstep(0.62, 0.74, dot(NORMAL, LIGHT)); vec3 tone = mix(vec3(0.32, 0.48, 0.39), vec3(0.87, 0.92, 0.72), band); tone = mix(tone, vec3(1.12, 1.08, 0.82), highlight); DIFFUSE_LIGHT += tone * ATTENUATION * LIGHT_COLOR / PI; }