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