ludic/packages/ludic.render3d/shaders/model.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

137 lines
6.2 KiB
GLSL

// instanced glTF model: attribute 3 = (x, y, z, scale), 4 = (sin yaw, cos yaw, seed, wind)
layout(location = 0) in vec3 a_pos;
layout(location = 1) in vec3 a_nrm;
layout(location = 2) in vec2 a_uv;
layout(location = 3) in vec4 i_pos;
layout(location = 4) in vec4 i_rot;
uniform mat4 u_view;
uniform mat4 u_proj;
uniform mat4 u_light_vp;
uniform float u_time;
uniform float u_wind;
uniform float u_card_w;
uniform float u_card_h;
#ifdef BLADE
uniform vec3 u_cam_pos;
uniform float u_cull; // the blade ring's edge (m)
#endif
// Ground cover is placed on the CPU from a bilinear read of the 4 m height texels, but
// the terrain is drawn from a B-spline of the same texels — two different surfaces,
// up to half a metre apart on rough ground, which buried blades and floated cards.
// Cover layers (u_ground) read the surface the terrain actually draws, so they always
// stand on it, at any tessellation level, with no hand-tuned lift.
uniform float u_ground;
uniform sampler2D u_ts_height;
uniform vec2 u_ts_origin;
uniform float u_ts_half;
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;
}
out vec3 v_wpos;
// The foliage prepass (depth.frag) and the lit pass after it compile this same source
// into two programs and compare depths for equality: the position must come out
// bit-identical in both, which is what `invariant` promises.
invariant gl_Position;
out vec3 v_nrm;
out vec2 v_uv;
out float v_seed;
out vec2 v_rot;
// Crown hull: a tree's needle cards are lit as if they were the surface of a rounded
// crown (normal from the crown's centre), not each as a flat top-lit quad, and the
// cards near the trunk are darkened as the crown's interior. This is how game trees
// have been shaded since SpeedTree; without it a card crown reads as frosted.
uniform float u_model_h; // the model's height (m), 0 = not a crown
out float v_hull; // 0 at the crown's axis .. 1 at its rim
// An aspen leaf hangs on a flattened stalk, so it twists in air a conifer does not feel at
// all. u_flutter is per layer: 0 for everything else, and the quake is written out as a
// varying so the fragment stage can flash the leaf's pale underside as it turns - which is
// the part you actually SEE. A still frame of a tremble is a still frame of nothing.
uniform float u_flutter;
out float v_quake;
void main() {
float s = i_rot.x, c = i_rot.y;
v_quake = 0.0;
vec3 p = a_pos * i_pos.w;
#ifdef CARD
p = vec3(p.x * u_card_w, p.y * u_card_h, p.z * u_card_w);
#endif
vec3 n = a_nrm;
#ifdef BLADE
// distant blades: wider so a thinner field keeps its coverage, lit like the ground
// they stand on, and sunk into the carpet texture at the ring's edge instead of popping
float bd = distance(u_cam_pos.xz, i_pos.xz);
p.x *= 1.0 + 2.5 * smoothstep(12.0, 90.0, bd);
p.y *= 1.0 - smoothstep(u_cull * 0.72, u_cull, bd);
n = normalize(mix(n, vec3(0.0, 1.0, 0.0), smoothstep(15.0, 70.0, bd)));
#endif
v_rot = vec2(s, c);
p = vec3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z);
n = vec3(c * n.x + s * n.z, n.y, -s * n.x + c * n.z);
#ifdef WIND
// sway grows with height above the base; gust phase from the instance seed
float hgt = max(p.y, 0.0);
float ph = u_time * 1.7 + i_rot.z * 6.2831 + i_pos.x * 0.05 + i_pos.z * 0.07;
// A crown had NO gust at all - only this per-instance wobble - so the canopy swayed to a
// rhythm of its own while the meadow under it rippled to another. It is the same field now,
// read at the tree's own place in the world, so a gust crosses the grass and goes on into
// the trees. `stiff` is 0.35 because a bole resists what a blade cannot.
float sway = windSway(i_pos.xz, u_time, ph, 0.35) * u_wind * i_rot.w;
// The bend is a FRACTION OF THE TREE, not a number of metres. `hgt * hgt` in metres is
// fine for a 40 cm flower and ruinous for a 14 m aspen - it put ten metres of sideways
// into a trunk and bent it over like a fishing rod, which is what standing under one and
// looking up finally showed. Normalised, the tip moves a few per cent of the tree's own
// height whatever the tree is, and the base does not move at all.
float th = max(u_model_h * i_pos.w, 0.001);
float hn = (u_model_h > 2.0) ? clamp(hgt / th, 0.0, 1.0) : min(hgt, 1.0);
float reach = (u_model_h > 2.0) ? th * 0.22 : 0.35;
p.x += sway * hn * hn * reach;
p.z += sway * hn * hn * reach * 0.43 * cos(ph * 0.7);
if (u_flutter > 0.0) {
// per-leaf, not per-tree: the phase comes from the vertex's own place on the card, so
// neighbouring leaves are never in step - a crown that trembles as one block reads as
// the whole tree shivering.
float qp = u_time * 8.5 + a_pos.x * 11.3 + a_pos.z * 9.7 + a_pos.y * 4.1 + i_rot.z * 6.2831;
float q = sin(qp) * 0.65 + sin(qp * 1.73 + 1.1) * 0.35;
float amp = u_flutter * (0.40 + 0.60 * windGust(i_pos.xz, u_time)) * smoothstep(0.0, 1.2, hgt);
p.x += q * amp * 0.10;
p.y += q * amp * 0.05;
p.z += cos(qp * 0.9) * amp * 0.10;
v_quake = q * amp;
}
#endif
v_hull = 1.0;
if (u_model_h > 2.0) {
vec3 cc = vec3(0.0, u_model_h * i_pos.w * 0.55, 0.0);
vec3 rel = p - cc;
float rr = length(rel.xz) / max(u_model_h * i_pos.w * 0.28, 0.1);
v_hull = clamp(rr, 0.0, 1.0);
vec3 hull = normalize(vec3(rel.x, rel.y * 0.5, rel.z) + vec3(0.0, 0.15, 0.0));
n = normalize(mix(n, hull, 0.7));
}
vec3 w = p + i_pos.xyz;
if (u_ground > 0.5) {
vec2 huv = (i_pos.xz - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
w.y = heightSmooth(u_ts_height, huv) - 0.03 + p.y;
}
v_wpos = w;
v_nrm = n;
v_uv = a_uv;
v_seed = i_rot.z;
#ifdef SHADOW_PASS
gl_Position = u_light_vp * vec4(w, 1.0);
#else
gl_Position = u_proj * u_view * vec4(w, 1.0);
#endif
}