// grass_inst.vert - a blade grass_cull.comp has already decided on (Vulkan). Everything about the // blade - where it stands, its facing, height, width, colour field and the ground under it - is its // instance record; this only bends, sways, pushes and stands the vertices, as grass.vert's second // half does, so the two draw the same meadow. layout(location = 0) in vec3 a_pos; // x: -0.5..0.5 across, y: 0..1 along the blade, z: bend layout(location = 2) in vec2 a_uv; layout(location = 3) in vec4 i_root; // xyz the root, w the seed layout(location = 4) in vec4 i_shape; // sin and cos of the yaw, height, width layout(location = 5) in vec4 i_tint; // the colour field, and how far the tip arches layout(location = 6) in vec4 i_ground; // the ground's normal, and the distance it was decided at uniform mat4 u_view; uniform mat4 u_proj; uniform float u_time; uniform float u_wind; uniform vec3 u_push; // x, z, radius: a body standing in the grass uniform int u_dbg; // R3D_GRASS_DBG (2: light as ground everywhere) out vec3 v_wpos; out vec3 v_nrm; out vec2 v_uv; out float v_seed; out vec2 v_rot; out float v_hull; out float v_quake; out vec3 v_tint; void main() { vec2 xz = i_root.xz; float seed = i_root.w; float s = i_shape.x, c_ = i_shape.y, tall = i_shape.z, bw = i_shape.w; vec3 gn = i_ground.xyz; float dist = i_ground.w; vec3 p = vec3(a_pos.x * bw, a_pos.y * tall, a_pos.z * tall * i_tint.w); vec3 n = vec3(0.0, 0.3, 1.0); float ph = u_time * 1.7 + seed * 6.2831 + xz.x * 0.05 + xz.y * 0.07; float sway = windSway(xz, u_time, ph, 0.0) * u_wind; float hgt = max(p.y, 0.0); p.x += sway * hgt * hgt * 0.35; p.z += sway * hgt * hgt * 0.15 * cos(ph * 0.7); p = vec3(c_ * p.x + s * p.z, p.y, -s * p.x + c_ * p.z); if (u_push.z > 0.0) { vec2 away = xz - u_push.xy; float pd = length(away); float push = smoothstep(u_push.z, u_push.z * 0.2, pd); if (push > 0.0) { vec2 pdir = (pd > 1e-3) ? away / pd : vec2(1.0, 0.0); float bh = max(p.y, 0.0); p.x += pdir.x * push * bh * 1.05; p.z += pdir.y * push * bh * 1.05; p.y -= push * bh * 0.40; } } n = normalize(vec3(c_ * n.x + s * n.z, n.y, -s * n.x + c_ * n.z)); vec3 k = cross(vec3(0.0, 1.0, 0.0), gn); float sk = length(k), ck = gn.y; if (sk > 1e-4) { k /= sk; p = p * ck + cross(k, p) * sk + k * dot(k, p) * (1.0 - ck); n = normalize(n * ck + cross(k, n) * sk + k * dot(k, n) * (1.0 - ck)); } n = normalize(mix(n, gn, smoothstep(2.0, 12.0, dist))); vec3 w = i_root.xyz + p; v_wpos = w; v_nrm = n; v_uv = a_uv; v_seed = seed; v_rot = vec2(s, c_); v_quake = 0.0; v_tint = i_tint.rgb; v_hull = (dist > 2.0 || (u_dbg & 2) != 0) ? -1.0 : 1.0; gl_Position = u_proj * u_view * vec4(w, 1.0); }