49 lines
1.2 KiB
Plaintext
49 lines
1.2 KiB
Plaintext
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
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uniform sampler2D albedo_sampler : hint_albedo;
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uniform sampler2D roughness_sampler : hint_white;
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uniform sampler2D normal_sampler : hint_normal;
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uniform float scale = 1.0;
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uniform float wind_speed = 0.5;
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uniform float wind_strength = 0.3;
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uniform vec2 wind_direction = vec2(0.6 , 0.0);
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void vertex()
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{
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vec4 vertex = vec4(VERTEX * scale, 1.0);
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vec3 vertex_world = (WORLD_MATRIX * vertex).xyz;
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vec2 wind_flow = wind_direction * TIME * wind_speed;
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float wind = ((cos(vertex.x + wind_flow.x)+cos(vertex.z + wind_flow.y)) * 0.25) * wind_strength;
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float f = dot(wind_direction, vertex.xz);
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vertex.x += wind_direction.x * wind * (vertex.y) * cos(f);
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vertex.z += wind_direction.y * wind * (vertex.y) * cos(f);
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VERTEX = vertex.xyz;
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}
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void fragment()
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{
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(albedo_sampler, base_uv);
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if (albedo_tex.a < 0.6) { discard;}
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ALBEDO = albedo_tex.rgb;
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METALLIC = 0.2;
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ROUGHNESS = 0.5+texture(roughness_sampler, base_uv).r*0.4;
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SPECULAR = 0.5;
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NORMALMAP = texture(normal_sampler, base_uv).rgb;
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NORMALMAP_DEPTH = 0.75;
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TRANSMISSION = vec3(0.8);
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}
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