ludic/packages/ludic.render3d/shaders/grass.vert
Orkuncakilkaya ab6f310013 feat(render3d): an aspen quakes, and a tree is no longer bent like a bow
layer_flutter(l, v) gives a scatter layer a per-leaf tremble. The vertex stage offsets
each leaf by a phase taken from its own place on the card, so neighbouring leaves are
never in step, and writes the result out as a varying the fragment stage uses to flash
the leaf's pale underside as it turns - which is the part that reads, since a still
frame of a tremble is a still frame of nothing. One uniform, one varying, no extra pass.

And the sway itself was measured in METRES: hgt * hgt * 0.35 is right for a 40 cm
flower and puts ten metres of sideways into a 14 m trunk, so every tall tree in the
valley stood bent over like a fishing rod. It is a fraction of the model's own height
now - the tip moves a few per cent of the tree whatever the tree is, and the base does
not move at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 21:13:42 +03:00

205 lines
11 KiB
GLSL

// Procedural ground-cover blades, generated on the GPU, with NO distance rings.
//
// The world is cut into 16 m cells. Blade j of a cell always stands at the same place
// (a hash of the cell and j), so a blade never moves. How many of a cell's blades exist
// is a smooth function of the blade's own distance to the camera: cell area over the
// square of a spacing that grows linearly with distance. Thinning removes the highest
// indices first, and a blade shrinks before it goes, so density is continuous in space
// and in time and nothing can form a boundary. Draws are per tile (CPU-side frustum
// culling, grass.ludic); a tile only decides how many indices to feed the shader.
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;
uniform mat4 u_view;
uniform mat4 u_proj;
uniform mat4 u_vp;
uniform vec3 u_cam_pos;
uniform float u_time;
uniform sampler2D u_ts_height;
uniform vec2 u_ts_origin;
uniform float u_ts_half;
uniform sampler2D u_ortho;
uniform float u_ortho_on;
uniform float u_lake_level;
uniform float u_sea_level; // the sea (terrain_sea); the lake's level when there is no separate sea
uniform vec4 u_lake; // the carved lake: centre x/z, half extents (z = 0: none)
uniform float u_snow_line;
uniform float u_wind;
uniform vec3 u_push; // x, z, radius: a body standing in the grass
uniform vec2 u_tile; // world xz of this tile's corner
uniform int u_tile_cells; // 16 m cells per tile side
uniform int u_per_cell; // indices drawn per cell in this tile
#ifdef TILES
uniform vec4 u_tiles[256]; // per tile of the draw: corner x, corner z, indices per cell
#endif
uniform float u_s0; // blade spacing at the camera (m)
uniform float u_d0; // distance at which the spacing has doubled (m)
uniform float u_radius; // no blades past this
uniform int u_dbg; // R3D_GRASS_DBG: 1 lift blades 0.3 m, 2 light as ground everywhere, 3 both
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; // only aspens quake; written so model.frag can read it
const float CELL = 16.0;
float hash1(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); }
// An integer hash (PCG) for the per-blade values. The sine hash advanced linearly with
// the blade index, so a cell's blades fell into diagonal rows, and the rows read as
// streaks across the meadow with an edge wherever they thinned out.
uint pcg(uint v) { uint s = v * 747796405u + 2891336453u; uint w = ((s >> ((s >> 28u) + 4u)) ^ s) * 277803737u; return (w >> 22u) ^ w; }
float bladeHash(ivec2 cell, int j, int k) {
uint h = pcg(uint(cell.x + 32768) * 73856093u ^ uint(cell.y + 32768) * 19349663u ^ uint(j) * 83492791u ^ uint(k) * 2654435761u);
return float(h) * (1.0 / 4294967295.0);
}
float heightSmooth(sampler2D tex, vec2 uv) {
vec2 res = vec2(textureSize(tex, 0));
vec2 t = uv * res - 0.5;
vec2 f = fract(t);
vec2 i = floor(t);
vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0;
vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0;
vec2 w3 = f * f * f / 6.0;
vec2 w2 = 1.0 - w0 - w1 - w3;
vec2 s0 = w0 + w1, s1 = w2 + w3;
vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res;
vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res;
return (texture(tex, vec2(o0.x, o0.y)).r * s0.x + texture(tex, vec2(o1.x, o0.y)).r * s1.x) * s0.y
+ (texture(tex, vec2(o0.x, o1.y)).r * s0.x + texture(tex, vec2(o1.x, o1.y)).r * s1.x) * s1.y;
}
void cull() { gl_Position = vec4(0.0, 0.0, 2.0, 1.0); v_wpos = vec3(0.0); v_nrm = vec3(0.0, 1.0, 0.0); v_uv = vec2(0.0); v_seed = 0.0; v_rot = vec2(0.0, 1.0); v_hull = 1.0; v_quake = 0.0; }
void main() {
#ifdef TILES
// Vulkan: one draw covers a chunk of tiles. Each record's firstInstance is its place in the chunk
// times 65536 (grass.ludic), and u_tiles holds that place's corner and indices per cell.
int ti = gl_InstanceIndex / 65536;
int i = gl_InstanceIndex - ti * 65536;
vec2 tile = u_tiles[ti].xy;
int per_cell = int(u_tiles[ti].z + 0.5);
#else
int i = gl_InstanceID;
vec2 tile = u_tile;
int per_cell = u_per_cell;
#endif
int c = i / per_cell;
int j = i - c * per_cell;
vec2 cell = tile + vec2(float(c % u_tile_cells), float(c / u_tile_cells)) * CELL;
vec2 cid = floor(cell / CELL + 0.5);
ivec2 ci = ivec2(cid);
float fj = float(j);
// this blade's fixed place in its cell
vec2 hv = vec2(bladeHash(ci, j, 0), bladeHash(ci, j, 1));
vec2 xz = cell + hv * CELL;
vec2 d2 = xz - u_cam_pos.xz;
float dist = length(d2);
if (dist >= u_radius) { cull(); return; }
// how many of this cell's blades exist at this distance: area over spacing^2, spacing
// growing linearly with distance. j beyond that count does not exist; the last fifth
// of the count shrinks to nothing so a blade never pops.
float spacing = u_s0 * (1.0 + dist / u_d0);
float count = CELL * CELL / (spacing * spacing) * (1.0 - smoothstep(u_radius * 0.7, u_radius, dist));
if (fj >= count) { cull(); return; }
float life = 1.0 - smoothstep(0.8, 1.0, fj / max(count, 1.0));
// the ground under it
vec2 huv = (xz - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
if (huv.x < 0.0 || huv.x > 1.0 || huv.y < 0.0 || huv.y > 1.0) { cull(); return; }
vec4 ht = texture(u_ts_height, huv);
vec4 croot = u_vp * vec4(xz.x, ht.r, xz.y, 1.0);
if (croot.w < -1.0 || abs(croot.x) > croot.w * 1.25 + 1.5 || abs(croot.y) > croot.w * 1.4 + 1.5) { cull(); return; }
vec3 gn = normalize(ht.gba);
float h3 = bladeHash(ci, j, 2), h4 = bladeHash(ci, j, 3);
// No blades under water: the sea's line everywhere, and the lake's inside its outline. One
// line for both left a lake above the sea with grass on its bed or a valley with none.
float wl = u_sea_level;
if (u_lake.z > 0.0) { vec2 q = (xz - u_lake.xy) / u_lake.zw; if (dot(q, q) < 1.0) wl = max(wl, u_lake_level); }
float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - wl - 0.15) * smoothstep(u_snow_line - 80.0, u_snow_line - 200.0, ht.r);
if (u_ortho_on > 0.5) {
vec3 oc = textureLod(u_ortho, huv, 1.5).rgb;
// Is this ground vegetated, by the photograph? The test used to be green DOMINANCE -
// g - max(r, b) - which is a test for lush green and nothing else. A dry alpine meadow
// is yellow-green: its red is as high as its green, so the whole meadow scored zero and
// was thinned to the floor, a quarter of the blades, on exactly the ground that should
// be thickest. Measured on Maroon's own ortho, g - max(r, b) reads +0.026 at the camp
// and -0.002 six hundred metres away, flipping between full density and a quarter over
// open meadow; g - b reads +0.076 and +0.014 and separates plant from rock and snow
// just as well, because rock and snow are neutral and vegetation is not.
ok *= 0.40 + 0.60 * smoothstep(0.0, 0.025, oc.g - oc.b);
}
if (h4 > ok) { cull(); return; }
// the root on the drawn surface: the CDLOD mesh follows the B-spline to within
// centimetres near the camera, so the smooth sample is the drawn height
bool far = dist > 300.0;
float h = far ? ht.r : heightSmooth(u_ts_height, huv);
if (far) h += 0.03;
if ((u_dbg & 1) != 0) h += 0.3;
// the blade: sized so that coverage stays level as the spacing grows
float seed = hv.x * 0.7 + hv.y * 0.3;
float ang = hv.y * 6.2831853;
float s = sin(ang), c_ = cos(ang);
float grow = spacing / u_s0; // 1 at the camera, growing with distance
// Height is biased SHORT rather than spread evenly. A meadow is not one length of grass: it
// is a dense mat with taller stems and seed heads standing out of it, and h3 * h3 gives that
// for nothing - half the blades come out under a quarter of the range, and the few long ones
// are what carry the silhouette against the light. An even 0.18-0.42 spread read as a lawn
// that had been cut, which is the one thing an alpine meadow is not.
float hh = h3 * h3;
float tall = mix(0.09, 0.60, hh) * mix(0.8, 1.2, hash1(cid * 0.1)) * (1.0 + 0.35 * smoothstep(1.0, 12.0, grow)) * life;
float bw = 0.028 * mix(1.0, 0.45 * grow, smoothstep(1.0, 4.0, grow));
if (far) { bw = max(bw, spacing * 0.35); tall = min(tall, spacing * 0.3); }
vec3 p = vec3(a_pos.x * bw, a_pos.y * tall, a_pos.z * tall * (0.6 + 0.8 * h4));
vec3 n = vec3(0.0, 0.3, 1.0);
// The shared field (wind.glsl), so the gust that crosses this meadow is the same gust that
// reaches the trees behind it a moment later. The two sines that used to live here were a
// standing wobble: the grass moved, but nothing ever travelled.
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);
// A BODY STANDING IN IT. Applied here, after the blade's own yaw has put p into world axes
// and before it is tipped onto the ground normal, so the push is a world direction rather
// than something in the blade's private frame. The blade bends AWAY and DOWN - a trodden
// stem is shorter as well as leaning, and leaving the height alone made them splay outward
// like a fan instead of being walked through.
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));
// stand on the ground: rotate the blade's frame from world-up to the surface normal
{
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 k = cross(up, 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));
}
}
// Blades are lit with the ground's normal from a few metres out. Lit by their own
// facing, the wind's sine field bent them in bands and the lit/unlit sides flipped in
// those bands: light and dark rows across the whole meadow. Ground-normal lighting is
// what open-world grass does (the blade's own normal only matters within arm's reach).
n = normalize(mix(n, gn, smoothstep(2.0, 12.0, dist)));
vec3 w = vec3(xz.x, h - 0.02, xz.y) + p;
v_wpos = w;
v_nrm = n;
v_uv = far ? vec2(a_uv.x, 0.45 + 0.2 * a_uv.y) : a_uv;
v_seed = seed;
v_rot = vec2(s, c_);
v_quake = 0.0;
v_hull = (dist > 2.0 || far || (u_dbg & 2) != 0) ? -1.0 : 1.0; // no back-face flip, no rounding past arm's reach
gl_Position = u_proj * u_view * vec4(w, 1.0);
}