The user's play found the aspens' branches swinging like rope. Three terms: - the whole-tree bend reached 22% of the tree's height at a gust's top (three metres on a 14 m aspen); 4.5% now, and the side-to-side part at a quarter of that and slower; - a branch term: nothing within 0.35 m of the trunk, growing with the distance out, phased by the direction the branch leaves the trunk (constant along a branch, so it moves as one piece and its neighbours are out of step); - the aspen's leaf flutter took its phase from each vertex at eleven radians a metre, which bent every twig along its length; about three now, and half the amplitude. Measured on the lab's `aspen` view (10-frame bursts, crowns only, same binary with the old and new SPIR-V): pixels moving more than 8 over ten frames 16.8% -> 9.7%, frame to frame 4.4% -> 2.1%. SPIR-V rebuilt with `ludic-dev shaders` (vertex stages only; the manifest is unchanged). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
181 lines
9.3 KiB
GLSL
181 lines
9.3 KiB
GLSL
// instanced glTF model: attribute 3 = (x, y, z, scale), 4 = (sin yaw, cos yaw, seed, wind)
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_nrm;
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layout(location = 2) in vec2 a_uv;
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layout(location = 3) in vec4 i_pos;
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layout(location = 4) in vec4 i_rot;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform mat4 u_light_vp;
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uniform float u_time;
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uniform float u_wind;
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uniform float u_card_w;
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uniform float u_card_h;
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#ifdef BLADE
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uniform vec3 u_cam_pos;
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uniform float u_cull; // the blade ring's edge (m)
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#endif
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// Ground cover is placed on the CPU from a bilinear read of the 4 m height texels, but
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// the terrain is drawn from a B-spline of the same texels — two different surfaces,
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// up to half a metre apart on rough ground, which buried blades and floated cards.
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// Cover layers (u_ground) read the surface the terrain actually draws, so they always
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// stand on it, at any tessellation level, with no hand-tuned lift.
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uniform float u_ground;
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uniform sampler2D u_ts_height;
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uniform vec2 u_ts_origin;
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uniform float u_ts_half;
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float heightSmooth(sampler2D tex, vec2 uv) {
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vec2 res = vec2(textureSize(tex, 0));
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vec2 t = uv * res - 0.5;
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vec2 f = fract(t);
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vec2 i = floor(t);
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vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0;
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vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0;
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vec2 w3 = f * f * f / 6.0;
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vec2 w2 = 1.0 - w0 - w1 - w3;
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vec2 s0 = w0 + w1, s1 = w2 + w3;
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vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res;
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vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res;
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return (texture(tex, vec2(o0.x, o0.y)).r * s0.x + texture(tex, vec2(o1.x, o0.y)).r * s1.x) * s0.y
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+ (texture(tex, vec2(o0.x, o1.y)).r * s0.x + texture(tex, vec2(o1.x, o1.y)).r * s1.x) * s1.y;
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}
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out vec3 v_wpos;
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// The foliage prepass (depth.frag) and the lit pass after it compile this same source
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// into two programs and compare depths for equality: the position must come out
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// bit-identical in both, which is what `invariant` promises.
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invariant gl_Position;
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out vec3 v_nrm;
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out vec2 v_uv;
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out float v_seed;
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out vec2 v_rot;
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// Crown hull: a tree's needle cards are lit as if they were the surface of a rounded
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// crown (normal from the crown's centre), not each as a flat top-lit quad, and the
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// cards near the trunk are darkened as the crown's interior. This is how game trees
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// have been shaded since SpeedTree; without it a card crown reads as frosted.
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uniform float u_model_h; // the model's height (m), 0 = not a crown
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out float v_hull; // 0 at the crown's axis .. 1 at its rim
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// An aspen leaf hangs on a flattened stalk, so it twists in air a conifer does not feel at
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// all. u_flutter is per layer: 0 for everything else, and the quake is written out as a
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// varying so the fragment stage can flash the leaf's pale underside as it turns - which is
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// the part you actually SEE. A still frame of a tremble is a still frame of nothing.
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uniform float u_flutter;
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out float v_near; // 0 in the camera's face, 1 past arm's length (NEAR_FADE)
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out float v_quake;
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void main() {
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float s = i_rot.x, c = i_rot.y;
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v_quake = 0.0;
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vec3 p = a_pos * i_pos.w;
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#ifdef CARD
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p = vec3(p.x * u_card_w, p.y * u_card_h, p.z * u_card_w);
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#endif
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vec3 n = a_nrm;
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#ifdef BLADE
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// distant blades: wider so a thinner field keeps its coverage, lit like the ground
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// they stand on, and sunk into the carpet texture at the ring's edge instead of popping
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float bd = distance(u_cam_pos.xz, i_pos.xz);
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p.x *= 1.0 + 2.5 * smoothstep(12.0, 90.0, bd);
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p.y *= 1.0 - smoothstep(u_cull * 0.72, u_cull, bd);
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n = normalize(mix(n, vec3(0.0, 1.0, 0.0), smoothstep(15.0, 70.0, bd)));
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#endif
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v_rot = vec2(s, c);
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p = vec3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z);
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n = vec3(c * n.x + s * n.z, n.y, -s * n.x + c * n.z);
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#ifdef WIND
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// sway grows with height above the base; gust phase from the instance seed
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float hgt = max(p.y, 0.0);
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float ph = u_time * 1.7 + i_rot.z * 6.2831 + i_pos.x * 0.05 + i_pos.z * 0.07;
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// A crown had NO gust at all - only this per-instance wobble - so the canopy swayed to a
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// rhythm of its own while the meadow under it rippled to another. It is the same field now,
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// read at the tree's own place in the world, so a gust crosses the grass and goes on into
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// the trees. `stiff` is 0.35 because a bole resists what a blade cannot.
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float sway = windSway(i_pos.xz, u_time, ph, 0.35) * u_wind * i_rot.w;
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// The bend is a FRACTION OF THE TREE, not a number of metres. `hgt * hgt` in metres is
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// fine for a 40 cm flower and ruinous for a 14 m aspen - it put ten metres of sideways
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// into a trunk and bent it over like a fishing rod, which is what standing under one and
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// looking up finally showed. Normalised, the tip moves a few per cent of the tree's own
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// height whatever the tree is, and the base does not move at all.
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float th = max(u_model_h * i_pos.w, 0.001);
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float hn = (u_model_h > 2.0) ? clamp(hgt / th, 0.0, 1.0) : min(hgt, 1.0);
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// A tree bends a few per cent of its height at the top in a gust, not a fifth of it: at 0.22 a 14 m
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// aspen's crown swung three metres and the bole read as rope. The side-to-side part is slower too.
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float reach = (u_model_h > 2.0) ? th * 0.045 : 0.35;
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p.x += sway * hn * hn * reach;
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p.z += sway * hn * hn * reach * 0.25 * cos(ph * 0.37);
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if (u_model_h > 2.0) {
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// Each branch moves as one piece: nothing at the trunk, more the further out along it, and
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// phased by which way it points out of the trunk - the same all along a branch, where a phase
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// from the vertex's own place wiggled it like a rope - so neighbouring branches are out of step.
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float br = length(a_pos.xz) * i_pos.w;
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float bout = smoothstep(0.35, 2.5, br);
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float bph = u_time * 1.9 + atan(a_pos.z, a_pos.x + 1e-4) * 2.0 + i_rot.z * 6.2831;
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float bamp = (0.25 + windGust(i_pos.xz, u_time)) * u_wind * i_rot.w * bout * br * 0.035;
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p.y += sin(bph) * bamp;
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p.x += cos(bph * 0.8) * bamp * 0.5;
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p.z += sin(bph * 0.7 + 1.3) * bamp * 0.5;
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}
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if (u_flutter > 0.0) {
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// per-leaf, not per-tree: the phase comes from the vertex's own place on the card, so
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// neighbouring leaves are never in step - a crown that trembles as one block reads as
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// the whole tree shivering.
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// a slow change across the model: a leaf card's corners move together and so do a few
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// centimetres of twig, where eleven radians a metre bent every branch along its length
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float qp = u_time * 8.5 + a_pos.x * 3.1 + a_pos.z * 2.7 + a_pos.y * 1.9 + i_rot.z * 6.2831;
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float q = sin(qp) * 0.65 + sin(qp * 1.73 + 1.1) * 0.35;
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// ...and only out on the CROWN. The mask was height alone, so on an aspen every vertex
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// of a ten metre bole above 1.2 m trembled along with the leaves and the TRUNK moved
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// like cloth. What separates a leaf from a bole is not height, it is distance from the
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// model's own centre line: the leaves are out at the edge of the crown and the trunk is
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// on the axis. Small plants keep the old mask - a flower is all leaf.
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float rmask = 1.0;
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if (u_model_h > 2.0) rmask = smoothstep(0.22, 0.75, length(a_pos.xz) / max(u_model_h * 0.22, 0.05));
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float amp = u_flutter * (0.40 + 0.60 * windGust(i_pos.xz, u_time)) * smoothstep(0.0, 1.2, hgt) * rmask;
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p.x += q * amp * 0.05;
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p.y += q * amp * 0.025;
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p.z += cos(qp * 0.9) * amp * 0.05;
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v_quake = q * amp;
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}
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#endif
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v_hull = 1.0;
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if (u_model_h > 2.0) {
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vec3 cc = vec3(0.0, u_model_h * i_pos.w * 0.55, 0.0);
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vec3 rel = p - cc;
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float rr = length(rel.xz) / max(u_model_h * i_pos.w * 0.28, 0.1);
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v_hull = clamp(rr, 0.0, 1.0);
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vec3 hull = normalize(vec3(rel.x, rel.y * 0.5, rel.z) + vec3(0.0, 0.15, 0.0));
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n = normalize(mix(n, hull, 0.7));
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}
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vec3 w = p + i_pos.xyz;
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if (u_ground > 0.5) {
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vec2 huv = (i_pos.xz - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
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w.y = heightSmooth(u_ts_height, huv) - 0.03 + p.y;
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}
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v_wpos = w;
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v_nrm = n;
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v_uv = a_uv;
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v_seed = i_rot.z;
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#ifdef SHADOW_PASS
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gl_Position = u_light_vp * vec4(w, 1.0);
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#else
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gl_Position = u_proj * u_view * vec4(w, 1.0);
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#endif
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// Leaves in the camera's face. A third-person camera walks through a crown and the
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// branch between it and the body is an opaque wall a metre from the lens; in first
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// person it is the whole screen. Tree foliage within arm's length of the CAMERA fades
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// out - w is the view-space depth for a perspective projection, so this costs nothing
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// and needs no uniform. Blades, cards and flowers are excluded on purpose: they live at
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// the player's feet, they are always this close, and fading them opens a hole in the
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// meadow. The shadow pass keeps every leaf, or a tree would stop shading the ground it
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// is standing on as you walked up to it.
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v_near = 1.0;
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#if defined(NEAR_FADE) && !defined(SHADOW_PASS)
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// The BOLE is never faded, only what hangs off it. A conifer's trunk and its needle
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// cards are one mesh drawn by one program, so the first cut dissolved the trunk into a
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// dither pattern as you walked up to it - a solid tree you can see through reads as a
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// fault, where a branch getting out of your way reads as the camera being polite. Same
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// signal as the quake's crown mask: the trunk is on the model's axis and the foliage is
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// out from it.
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float ax = 1.0;
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if (u_model_h > 2.0) ax = smoothstep(0.12, 0.30, length(a_pos.xz) / max(u_model_h * 0.22, 0.05));
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v_near = mix(1.0, clamp((gl_Position.w - 0.5) / 1.7, 0.0, 1.0), ax);
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#endif
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}
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