Files
La-Fabrik/src/world/grass/grassShaders.ts
T

167 lines
6.9 KiB
TypeScript

export const grassVertexShader = /* glsl */ `
attribute vec3 aYaw;
attribute vec3 aBladeOrigin;
attribute vec3 aBladeColor;
varying vec3 vColor;
uniform float uTime;
uniform vec3 uPlayerPosition;
uniform sampler2D uHeightMap;
uniform sampler2D uDiffuseMap;
uniform sampler2D uNoiseTexture;
uniform vec3 uBoundingBoxMin;
uniform vec3 uBoundingBoxMax;
uniform float uPatchSize;
uniform float uBladeWidth;
uniform float uWindDirection;
uniform float uWindSpeed;
uniform float uWindNoiseScale;
uniform float uWindStrength;
uniform float uBaldPatchModifier;
uniform float uFalloffSharpness;
uniform float uHeightNoiseFrequency;
uniform float uHeightNoiseAmplitude;
uniform float uClumpFrequency;
uniform float uClumpThreshold;
uniform float uClumpSoftness;
uniform float uZoneFrequency;
uniform float uSparseZoneThreshold;
uniform float uTallZoneThreshold;
uniform float uZoneSoftness;
uniform float uSparseZoneHeight;
uniform float uLowZoneHeight;
uniform float uTallZoneHeight;
uniform float uSparseZoneDensity;
uniform float uLowZoneDensity;
uniform float uTallZoneDensity;
uniform float uMaxBendAngle;
uniform float uMaxBladeHeight;
uniform float uRandomHeightAmount;
uniform float uSurfaceOffset;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
mat3 rotate3d(in vec3 axis, const in float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat3(
oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
);
}
float mapValue(float value, float inMin, float inMax, float outMin, float outMax) {
return mix(outMin, outMax, (value - inMin) / (inMax - inMin));
}
void main() {
vec3 transformed = position;
vec3 origin = aBladeOrigin;
float halfPatchSize = uPatchSize * 0.5;
origin.x = mod(origin.x - uPlayerPosition.x + halfPatchSize, uPatchSize) - halfPatchSize;
origin.z = mod(origin.z - uPlayerPosition.z + halfPatchSize, uPatchSize) - halfPatchSize;
vec3 worldPos = vec3(uPlayerPosition.x + origin.x, 0.0, uPlayerPosition.z + origin.z);
transformed.x = worldPos.x;
transformed.z = worldPos.z;
vec2 terrainUv = vec2(
mapValue(worldPos.x, uBoundingBoxMin.x, uBoundingBoxMax.x, 0.0, 1.0),
mapValue(worldPos.z, uBoundingBoxMin.z, uBoundingBoxMax.z, 0.0, 1.0)
);
terrainUv = clamp(terrainUv, 0.0, 1.0);
float terrainHeightRatio = texture2D(uHeightMap, terrainUv).r;
float terrainHeight = mix(uBoundingBoxMin.y, uBoundingBoxMax.y, terrainHeightRatio);
transformed.y = terrainHeight + uSurfaceOffset;
vec3 heightNoise = texture2D(uNoiseTexture, terrainUv.yx * vec2(uHeightNoiseFrequency)).rgb;
float heightNoiseAverage = (heightNoise.r + heightNoise.g + heightNoise.b) / 3.0;
vec2 clumpUv = (worldPos.xz / uPatchSize) * uClumpFrequency;
float clumpNoise = texture2D(uNoiseTexture, clumpUv).r;
float clumpMask = smoothstep(uClumpThreshold, uClumpThreshold + uClumpSoftness, clumpNoise);
float zoneNoise = texture2D(uNoiseTexture, worldPos.xz * uZoneFrequency).r;
float sparseZone = 1.0 - smoothstep(uSparseZoneThreshold, uSparseZoneThreshold + uZoneSoftness, zoneNoise);
float tallZone = smoothstep(uTallZoneThreshold, uTallZoneThreshold + uZoneSoftness, zoneNoise);
float midZone = clamp(1.0 - sparseZone - tallZone, 0.0, 1.0);
float zoneHeight =
sparseZone * uSparseZoneHeight +
midZone * uLowZoneHeight +
tallZone * uTallZoneHeight;
float zoneDensity =
sparseZone * uSparseZoneDensity +
midZone * uLowZoneDensity +
tallZone * uTallZoneDensity;
float bladeVisibility = step(random(worldPos.xz), zoneDensity);
float heightModifier = uMaxBladeHeight * mix(0.35, 1.0, heightNoiseAverage) * uHeightNoiseAmplitude;
heightModifier += random(terrainUv) * (uRandomHeightAmount * 0.1);
heightModifier = clamp(heightModifier, 0.0, uMaxBladeHeight);
heightModifier *= zoneHeight * bladeVisibility;
float edgeDistanceX = abs(origin.x) / halfPatchSize;
float edgeDistanceZ = abs(origin.z) / halfPatchSize;
float edgeFactor = 1.0 - max(edgeDistanceX, edgeDistanceZ);
edgeFactor = pow(clamp(edgeFactor, 0.0, 1.0), uFalloffSharpness);
float baldPatchOffset = heightNoise.r * (uBaldPatchModifier * (1.0 - edgeFactor));
heightModifier -= baldPatchOffset;
heightModifier = max(heightModifier, 0.0);
float edgeFade =
smoothstep(uBoundingBoxMin.x, uBoundingBoxMin.x + 2.0, worldPos.x) *
smoothstep(uBoundingBoxMax.x, uBoundingBoxMax.x - 2.0, worldPos.x) *
smoothstep(uBoundingBoxMin.z, uBoundingBoxMin.z + 2.0, worldPos.z) *
smoothstep(uBoundingBoxMax.z, uBoundingBoxMax.z - 2.0, worldPos.z);
heightModifier *= edgeFade * mix(0.45, 1.0, clumpMask);
float sideFactor = (color.r == 0.1) ? 1.0 : (color.b == 0.1) ? -1.0 : 0.0;
float tipFactor = color.g;
float width = smoothstep(0.02, uMaxBladeHeight * 0.85, heightModifier) * uBladeWidth * bladeVisibility;
transformed += aYaw * (width / 2.0) * sideFactor;
vec3 textureColor = texture2D(uDiffuseMap, terrainUv * 10.0).rgb;
vec3 colorNoise = texture2D(uNoiseTexture, terrainUv.yx * vec2(uHeightNoiseFrequency) + (uTime * 0.1)).rgb;
vColor = mix(aBladeColor * 0.55, aBladeColor, tipFactor) * textureColor * mix(vec3(0.75), vec3(1.15), colorNoise);
float distanceFromCenter = length(origin.xz) / halfPatchSize;
float innerCircleFactor = clamp(smoothstep(0.0, 0.5, distanceFromCenter), 0.0, 1.0);
heightModifier *= mix(0.25, 1.0, innerCircleFactor);
float noiseScale = uWindNoiseScale * 0.1;
vec2 noiseUV = vec2(origin.x * noiseScale, origin.z * noiseScale);
mat2 rotation = mat2(
cos(uWindDirection), -sin(uWindDirection),
sin(uWindDirection), cos(uWindDirection)
);
vec2 rotatedNoiseUV = rotation * noiseUV + uTime * vec2(uWindSpeed);
vec3 windNoise = texture2D(uNoiseTexture, rotatedNoiseUV).rgb;
vec3 axis = vec3(windNoise.g, 0.0, windNoise.b);
float angle = radians(mapValue(windNoise.g + windNoise.b, 0.0, 2.0, -uMaxBendAngle, uMaxBendAngle)) * tipFactor * uWindStrength;
mat3 rotationMatrix = rotate3d(axis, angle);
vec3 basePosition = vec3(transformed.x, transformed.y - heightModifier, transformed.z);
vec3 relativePosition = transformed - basePosition;
relativePosition = rotationMatrix * relativePosition;
transformed = basePosition + relativePosition;
transformed.y += heightModifier * tipFactor;
gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);
}
`;
export const grassFragmentShader = /* glsl */ `
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.0);
}
`;