/* 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; }