Grassy knoll

This commit is contained in:
2026-03-19 11:35:38 -05:00
parent 42e49b5cd8
commit b5c7c7c8b6
124 changed files with 7319 additions and 119 deletions
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/* blur1.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type canvas_item;
uniform sampler2D normal_texture : hint_normal, filter_nearest, repeat_disable;
void fragment() {
vec2 pixel = 1.0 / vec2(textureSize(normal_texture, 0));
float lvl = round(float(textureSize(normal_texture, 0).y) * 0.01);
highp vec4 color = vec4(0.0);
highp float total = 0.0;
for(float x = -lvl * 2.0; x <= lvl * 2.0; x += 1.0) {
float gauss = (1.0 / (sqrt(TAU * lvl * lvl))) * pow(E, -((x * x) / (2.0 * lvl * lvl)));
color += texture(normal_texture, UV + vec2(0.0, x * pixel.x)) * gauss;
total += gauss;
}
COLOR = color / total;
}
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/* blur2.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type canvas_item;
uniform sampler2D normal_frame : hint_default_transparent, filter_nearest, repeat_disable;
uniform sampler2D normal_texture : hint_normal, filter_nearest, repeat_disable;
void fragment() {
vec2 pixel = 1.0 / vec2(textureSize(normal_texture, 0));
float lvl = round(float(textureSize(normal_texture, 0).y) * 0.01);
highp vec4 color = vec4(0.0);
highp float total = 0.0;
for(float x = -lvl * 2.0; x <= lvl * 2.0; x += 1.0) {
float gauss = (1.0 / (sqrt(TAU * lvl * lvl))) * pow(E, -((x * x) / (2.0 * lvl * lvl)));
color += texture(normal_texture, UV + vec2(x * pixel.x, 0.0)) * gauss;
total += gauss;
}
vec4 color_frame = texture(normal_frame, UV);
COLOR = ((color / total) * (1.0 - color_frame.a)) + color_frame;
}
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/* distance.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_never,cull_back,unshaded,ambient_light_disabled;
uniform sampler2D heightmap_texture : hint_default_white, repeat_disable, filter_nearest;
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
global uniform int sgt_legacy_renderer = 0;
void fragment() {
vec2 uv = SCREEN_UV;
uv.y = 1.0 - uv.y;
float depth = textureLod(depth_texture, uv, 0.0).r;
// If using Compatibility renderer, apply proper depth range
vec3 ndc = mix(vec3(uv * 2.0 - 1.0, depth), vec3(uv, depth) * 2.0 - 1.0, float(sgt_legacy_renderer));
vec4 upos = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
float pos_y = -upos.z + CAMERA_POSITION_WORLD.y;
vec3 color_h = textureLod(heightmap_texture, UV, 0).rgb;
highp float map_y = (((round(color_h.r * 255.0) - 75.0) * 180.0) + (round(color_h.g * 255.0) - 75.0) + color_h.b) - 16200.0;
float dist = clamp(abs(map_y - pos_y) / 0.35, 0.0, 1.0) * 65535.0;
ALBEDO.r = floor(dist / 256.0) / 255.0;
ALBEDO.g = (dist - round(ALBEDO.r * 65280.0)) / 255.0;
ALBEDO.b = 0.0;
ALPHA = 1.0;
}
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/* grass.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
#define FILTER_TYPE filter_linear_mipmap
#include "grass.gdshaderinc"
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/* grass.gdshaderinc
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
#ifndef FILTER_TYPE
#define FILTER_TYPE filter_linear_mipmap
#endif
uniform vec4 albedo : source_color = vec4(1.0);
uniform sampler2D texture_albedo : source_color,FILTER_TYPE,repeat_disable;
uniform sampler2D texture_normal : hint_roughness_normal,FILTER_TYPE,repeat_enable;
uniform sampler2D texture_metallic : hint_default_white,FILTER_TYPE,repeat_enable;
uniform sampler2D texture_roughness : hint_roughness_r,FILTER_TYPE,repeat_enable;
uniform vec2 texture_frames = vec2(1.0,1.0);
uniform int light_mode = 0;
uniform float alpha_scissor_threshold = 0.5;
uniform float normal_scale : hint_range(-16,16) = 1.0;
uniform float metallic : hint_range(0,1) = 0.0;
uniform vec4 metallic_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
uniform float roughness : hint_range(0,1) = 1.0;
uniform vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
uniform float specular : hint_range(0,1) = 0.0;
uniform float scale_h = 1.0;
uniform float scale_w = 1.0;
uniform float scale_var : hint_range(-1.0, 1.0) = -0.25;
uniform float grass_strength : hint_range(0.0, 1.0) = 0.55;
uniform bool optimization_by_distance = false;
uniform float optimization_level = 7.0;
uniform float optimization_dist_min = 10.0;
uniform float optimization_dist_max = 50.0;
uniform float grass_size_y = 1.0;
uniform bool interactive_mode = true;
uniform float interactive_level_xz = 3.0;
uniform float interactive_level_y = 0.3;
global uniform vec3 sgt_player_position = vec3(100000.0);
global uniform vec3 sgt_player_mov = vec3(0.0);
global uniform sampler2D sgt_normal_displacement : repeat_disable, filter_nearest, hint_normal;
global uniform sampler2D sgt_motion_texture : repeat_disable, filter_nearest, hint_default_black;
global uniform vec3 sgt_wind_direction = vec3(1.0, 0.0, 0.0);
global uniform float sgt_wind_strength = 0.15;
global uniform float sgt_wind_turbulence = 1.0;
global uniform vec3 sgt_wind_movement = vec3(0.0, 0.0, 0.0);
global uniform sampler2D sgt_wind_pattern : source_color, repeat_enable, filter_linear, hint_default_white;
varying vec2 uv_align;
varying vec2 uv_scale;
varying flat vec3 v_normal_grass;
const highp float EPSILON = 0.0001;
float get_value(sampler2D tex, vec2 uv) {
vec4 color = textureLod(tex, uv, 0);
float value = round(color.r * 65280.0) + round(color.g * 255.0);
return value;
}
float wrap(float value, float min, float max) {
float range = max - min;
if (range < EPSILON) {
return min;
}
float result = value - (range * floor((value - min) / range));
if (result >= max - EPSILON && result <= max + EPSILON) {
return min;
}
return result;
}
void vertex() {
float lev = pow(abs((VERTEX.y - NODE_POSITION_WORLD.y) / grass_size_y), 1.7 + sgt_wind_strength);
float rand = wrap(dot(NODE_POSITION_WORLD, NODE_POSITION_WORLD * 10.0), 0.0, 256.0);
float randf = fract(rand);
int randi = int(randf * 10.0);
uv_align = vec2(float(randi % int(texture_frames.x)), float(int(randf * 100.0) % int(texture_frames.y)));
uv_align /= texture_frames;
uv_scale = vec2(1.0 / texture_frames.x, 1.0 / texture_frames.y);
float text_wind = texture(sgt_wind_pattern, (vec2(NODE_POSITION_WORLD.x, NODE_POSITION_WORLD.z) * 0.005) - sgt_wind_movement.xz).r;
VERTEX.x += text_wind * lev * sgt_wind_strength * sgt_wind_direction.x * (1.0 - grass_strength);
VERTEX.z += text_wind * lev * sgt_wind_strength * sgt_wind_direction.z * (1.0 - grass_strength);
VERTEX.x += sin(rand + sgt_wind_movement.y) * lev * ((1.0 - grass_strength) / 10.0);
VERTEX.x += sgt_wind_direction.x * lev * (sgt_wind_strength + (sin(TIME + rand) * 0.2 * (1.0 - grass_strength) * min(1.0, sgt_wind_turbulence))) * (1.0 - grass_strength);
VERTEX.y += sin(rand + sgt_wind_movement.y) * lev * ((1.0 - grass_strength) / 10.0) * sgt_wind_direction.y;
VERTEX.y += sgt_wind_direction.y * lev * (sgt_wind_strength + (sin(TIME + rand) * 0.2 * (1.0 - grass_strength) * min(1.0, sgt_wind_turbulence))) * (1.0 - grass_strength);
VERTEX.z += cos(rand + sgt_wind_movement.y) * lev * ((1.0 - grass_strength) / 10.0);
VERTEX.z += sgt_wind_direction.z * lev * (sgt_wind_strength + (sin(TIME + rand) * 0.2 * (1.0 - grass_strength) * min(1.0, sgt_wind_turbulence))) * (1.0 - grass_strength);
vec3 align = VERTEX - NODE_POSITION_WORLD;
float scale_rand = ((float(randi % 5) / 5.0) * scale_var);
float dist = 1.0;
if(optimization_by_distance) {
float node_dist = distance(NODE_POSITION_WORLD, MAIN_CAM_INV_VIEW_MATRIX[3].xyz);
dist = 1.0 - clamp(0.0, 1.0, float(randi % int(max(1.0, node_dist / optimization_level))));
dist *= smoothstep(optimization_dist_max, optimization_dist_min, node_dist);
}
vec3 scale = vec3(scale_w, scale_h, scale_w) * (1.0 + scale_rand);
VERTEX = NODE_POSITION_WORLD + (align * dist * scale);
if(dist > 0.0 && interactive_mode) {
float node_x = NODE_POSITION_WORLD.x / 50.0;
float node_z = NODE_POSITION_WORLD.z / 50.0;
vec2 uv_disp = vec2(clamp((node_x - (sgt_player_position.x - 0.5)), 0.0, 1.0), clamp((node_z - (sgt_player_position.z - 0.5)), 0.0, 1.0));
vec3 norm_mov = textureLod(sgt_normal_displacement, uv_disp - sgt_player_mov.xz, 0).rgb;
float time = get_value(sgt_motion_texture, uv_disp) / 65535.0;
norm_mov.xy = (norm_mov.xy * 2.0 - 1.0) * interactive_level_xz * lev;
VERTEX.xz += norm_mov.xy * (sin(time * time * 15.0) / 2.0) * (1.0 - time);
VERTEX.xz += norm_mov.xy * 0.5;
VERTEX.y -= (VERTEX.y - NODE_POSITION_WORLD.y) * norm_mov.b * interactive_level_y;
}
v_normal_grass = (MODELVIEW_MATRIX * vec4(0.0, 1.0, 0.0, 1.0)).xyz - NODE_POSITION_VIEW;
}
void light() {
switch(light_mode) {
case 0: // Lambert
DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * 0.3 * LIGHT_COLOR;
break;
case 1: // Normal grass
DIFFUSE_LIGHT += clamp(dot(v_normal_grass, LIGHT), 0.0, 1.0) * ATTENUATION * 0.3 * LIGHT_COLOR;
break;
case 2: // Unshaded
DIFFUSE_LIGHT = vec3(1.0);
break;
}
}
void fragment() {
vec2 uv = (UV * uv_scale) + uv_align;
vec4 albedo_tex = texture(texture_albedo, uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
NORMAL_MAP = texture(texture_normal, uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
METALLIC = metallic;
ROUGHNESS = roughness;
SPECULAR = specular;
float metallic_tex = dot(texture(texture_metallic, uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness, uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
ALPHA *= albedo.a * albedo_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
}
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/* grass_linear.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
#define FILTER_TYPE filter_linear
#include "grass.gdshaderinc"
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/* grass_nearest.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
#define FILTER_TYPE filter_nearest
#include "grass.gdshaderinc"
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/* grass_nearest_mipmap.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
#define FILTER_TYPE filter_nearest_mipmap
#include "grass.gdshaderinc"
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/* grass_unshaded.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
render_mode unshaded;
#define FILTER_TYPE filter_linear_mipmap
#include "grass.gdshaderinc"
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/* grass_unshaded_linear.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
render_mode unshaded;
#define FILTER_TYPE filter_linear
#include "grass.gdshaderinc"
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/* grass_unshaded_nearest.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
render_mode unshaded;
#define FILTER_TYPE filter_nearest
#include "grass.gdshaderinc"
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/* grass_unshaded_nearest_mipmap.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,specular_schlick_ggx,world_vertex_coords;
render_mode unshaded;
#define FILTER_TYPE filter_nearest_mipmap
#include "grass.gdshaderinc"
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/* motion1.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type canvas_item;
render_mode blend_mix;
uniform float delta = 1.0;
uniform sampler2D prev_depth : hint_default_black, repeat_disable, filter_nearest;
uniform sampler2D cur_depth : hint_default_black, repeat_disable, filter_nearest;
uniform sampler2D motion_frame : hint_default_transparent, repeat_disable, filter_nearest;
global uniform vec3 sgt_player_mov = vec3(0.0);
float get_value(sampler2D tex, vec2 uv) {
vec4 color = textureLod(tex, uv, 0);
float value = round(color.r * 65280.0) + round(color.g * 255.0);
return value;
}
void fragment() {
float value1 = get_value(cur_depth, UV);
float value2 = get_value(prev_depth, UV - sgt_player_mov.xz) + ((1.0 - clamp(TIME, 0.0, 1.0)) * 65535.0);
vec4 color_frame = texture(motion_frame, UV);
value1 = min(value1, value2 + (40000.0 * delta)) * (1.0 - color_frame.a);
value1 += 65535.0 * color_frame.a;
COLOR.r = floor(value1 / 256.0) / 255.0;
COLOR.g = floor(value1 - round(COLOR.r * 65280.0)) / 255.0;
COLOR.b = 0.0;
}
@@ -0,0 +1 @@
uid://bpnki8vkbrrer
@@ -0,0 +1,32 @@
/* motion2.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type canvas_item;
render_mode blend_mix;
uniform sampler2D prev_depth : hint_default_black, repeat_disable, filter_nearest;
void fragment() {
COLOR = textureLod(prev_depth, UV, 0);
}
@@ -0,0 +1 @@
uid://brbm3okyt3jwq
@@ -0,0 +1,46 @@
/* normal.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type canvas_item;
render_mode blend_mix;
const float LVL = 4.0;
uniform sampler2D depth_texture : repeat_disable, filter_nearest, hint_default_white;
float get_value(sampler2D tex, vec2 uv) {
vec4 color = textureLod(tex, uv, 0);
return (round(color.r * 65280.0) + round(color.g * 255.0)) / 65535.0;
}
void fragment() {
vec2 pixel = 1.0 / vec2(textureSize(depth_texture, 0));
float c = get_value(depth_texture, UV);
float l = get_value(depth_texture, UV - (vec2(1.0, 0.0) * pixel));
float r = get_value(depth_texture, UV + (vec2(1.0, 0.0) * pixel));
float u = get_value(depth_texture, UV - (vec2(0.0, 1.0) * pixel));
float d = get_value(depth_texture, UV + (vec2(0.0, 1.0) * pixel));
COLOR = vec4((r - l) * LVL * 0.5 + 0.5, (d - u) * LVL * 0.5 + 0.5, 1.0 - c, 1.0);
}
@@ -0,0 +1 @@
uid://c4hxrek5kx6bn
@@ -0,0 +1,34 @@
/* position.gdshader
This file is part of: SimpleGrassTextured
Copyright (c) 2023 IcterusGames
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
shader_type spatial;
render_mode blend_mix,depth_draw_never,cull_disabled,unshaded,ambient_light_disabled;
uniform sampler2D texture_albedo : source_color,filter_nearest,repeat_disable;
void fragment() {
vec4 color = textureLod(texture_albedo, UV, 0.0);
ALBEDO = color.rgb;
ALPHA = color.a;
}
@@ -0,0 +1 @@
uid://brellka4w2k2s