48 lines
2.0 KiB
Plaintext
48 lines
2.0 KiB
Plaintext
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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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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uniform float gust_speed : hint_range(0.0, 1.0) = 0.12;
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uniform float gust_strength : hint_range(0.0, 0.8) = 0.35;
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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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varying vec3 paint_position;
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void vertex() {
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paint_position = VERTEX;
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float half_height = 1.2;
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float height_factor = clamp((VERTEX.y + half_height) / (half_height * 2.0), 0.0, 1.0);
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height_factor = height_factor * height_factor;
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vec2 direction = normalize(wind_direction);
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vec2 crosswind = vec2(-direction.y, direction.x);
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float world_phase = wind_phase + dot(MODEL_MATRIX[3].xz, vec2(0.07, 0.05));
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float gust_wave = 0.5 + 0.5 * sin(TIME * gust_speed + world_phase * 0.7);
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float gust = mix(1.0 - gust_strength, 1.0, gust_wave);
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float bend = sin(TIME * wind_speed + world_phase) * wind_strength * gust;
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float flutter = sin(TIME * 1.7 + world_phase * 1.9 + VERTEX.y * 2.0) * flutter_strength;
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VERTEX.xz += direction * bend * height_factor;
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VERTEX.xz += crosswind * flutter * height_factor;
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}
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void fragment() {
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float patches = sin(paint_position.x * 6.0 + sin(paint_position.z * 7.0)) * sin(paint_position.y * 5.0);
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float top = smoothstep(-0.65, 0.8, paint_position.y);
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ALBEDO = albedo * mix(0.85, 1.17, top) * (1.0 + smoothstep(0.2, 0.4, patches) * 0.10);
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ROUGHNESS = roughness;
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SPECULAR = 0.0;
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}
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void light() {
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float band = smoothstep(0.08, 0.18, dot(NORMAL, LIGHT));
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float highlight = smoothstep(0.62, 0.74, dot(NORMAL, LIGHT));
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vec3 tone = mix(vec3(0.32, 0.48, 0.39), vec3(0.87, 0.92, 0.72), band);
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tone = mix(tone, vec3(1.12, 1.08, 0.82), highlight);
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DIFFUSE_LIGHT += tone * ATTENUATION * LIGHT_COLOR / PI;
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}
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