327 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			327 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //Vertex Shader
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| #version 430 core
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| 
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| 
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| 
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| //defines
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| #define PI 3.1415
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| 
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| #define grassWidth 0.01 //TODO: convert to uniform
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| 
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| 
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| //input buffers
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| layout (location = 0) in vec3 aPos;
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| layout (location = 1) in vec3 aNormal;
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| layout (location = 4) in vec2 aTex;
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| 
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| 
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| struct Material {
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|     sampler2D diffuse;
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|     sampler2D specular;
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|     float shininess;
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| }; 
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| 
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| uniform Material material;
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| 
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| uniform sampler2D dataMap;
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| 
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| //coordinate space transformation matrices
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| uniform mat4 transform;
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| uniform mat4 model;
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| uniform mat4 view;
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| uniform mat4 projection;
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| uniform mat4 lightSpaceMatrix;
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| uniform vec3 viewPos;
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| uniform float time;
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| 
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| 
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| 
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| //output buffers
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| out vec3 Normal;
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| out vec3 FragPos;
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| out vec2 TexCoord;
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| out vec4 FragPosLightSpace;
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| out vec3 normalRot1;
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| out vec3 normalRot2;
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| 
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| 
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| //defines
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| mat4 rotation3dX(float angle);
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| mat4 rotation3dY(float angle);
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| mat4 rotation3dZ(float angle);
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| vec3 rotateY(vec3 vector, float angle);
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| float easeIn(float interpolator);
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| float easeOut(float interpolator);
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| float easeInOut(float interpolator);
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| float map(float value, float min1, float max1, float min2, float max2);
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| mat4 rotationMatrix(vec3 axis, float angle);
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| 
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| //lib defines
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| vec4 openSimplex2_Conventional(vec3 X);
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| vec4 openSimplex2_ImproveXY(vec3 X);
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| 
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| 
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| void main() {
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| 
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|     //0 = left, 1 = right
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|     float xDirection = mod(float(gl_VertexID), 2.0);
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| 
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|     ivec2 texSize = textureSize(material.diffuse,0);
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| 
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|     //grab data out of texture
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|     float xOffset = texelFetch(material.diffuse,ivec2(0,gl_InstanceID),0).r;
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|     float yOffset = texelFetch(material.diffuse,ivec2(1,gl_InstanceID),0).r;
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|     float zOffset = texelFetch(material.diffuse,ivec2(2,gl_InstanceID),0).r;
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|     float rotVar = texelFetch(material.diffuse,ivec2(3,gl_InstanceID),0).r;
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|     float rotVar2 = texelFetch(material.diffuse,ivec2(4,gl_InstanceID),0).r;
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| 
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|     //
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|     //curve float noise
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|     vec4 worldPos = model * vec4(aPos.x + xOffset,aPos.y + yOffset,aPos.z + zOffset,1.0);
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|     float curveFloatNoiseSample = clamp(map(openSimplex2_ImproveXY(vec3(worldPos.x,worldPos.z,time)).x,-1.0,1.0,0,1),0,1);
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| 
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|     //
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|     //calculate rotations
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|     float curveAmount = rotVar2 * aPos.y * 5 + curveFloatNoiseSample.x * 0.01;
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|     mat4 localRot = rotation3dY(rotVar);
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|     mat4 localRot2 = rotation3dZ(curveAmount);
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| 
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|     //
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|     //rotate with wind
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|     float windDir = clamp(map(openSimplex2_ImproveXY(vec3(worldPos.x,worldPos.z,0) * 0.05 + 0.05 * time * vec3(1,1,0)).x,-1.0,1.0,0,1),0,1);
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|     windDir = map(windDir,0.0,1.0,0.0,PI * 2.0);
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|     //strength
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|     float windStrength = clamp(map(openSimplex2_ImproveXY(vec3(worldPos.x,worldPos.z,0) * 0.25 + 0.2 * time * vec3(1,1,0)).x,-3.0,3.0,0,1),0,1);
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|     //try to shape with easeIn
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|     float windLeanAngle = map(windStrength, 0.0, 1.0, 0.1, 0.9);
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|     windLeanAngle = easeIn(windLeanAngle) * 1.25;
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|     mat4 windRot = rotationMatrix(vec3(cos(windDir),0,sin(windDir)),windLeanAngle);
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| 
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| 
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|     //
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|     //position transform
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|     mat4 localTransform = mat4(
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|         1.0, 0.0, 0.0, 0.0, //column 1
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|         0.0, 1.0, 0.0, 0.0, //column 2
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|         0.0, 0.0, 1.0, 0.0, //column 3
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|         xOffset, yOffset, zOffset, 1.0 //column 4
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|     );
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| 
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|     //normalize posiiton and normal
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|     vec4 FinalVertex = model * localTransform * windRot * localRot * localRot2 * vec4(aPos, 1.0);
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|     vec4 FinalNormal = windRot * localRot * localRot2 * vec4(aNormal, 1.0);
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|     // vec4 FinalNormal = transpose(inverse(localRot2 * localRot * model * localTransform)) * vec4(aNormal, 1.0);
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| 
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|     //normal offset
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|     normalRot1 = rotateY(FinalNormal.rgb,PI * 0.3);
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|     normalRot2 = rotateY(FinalNormal.rgb,PI * -0.3);
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| 
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| 
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|     //
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|     //shift in viewspace to make it feel slightly fuller
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|     //
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|     //dot view and normal
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|     vec3 viewDir = normalize(viewPos - FinalVertex.xyz);
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|     float viewDotNormal = clamp(dot(FinalNormal.xz,viewDir.xz),0,1);
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|     //calculate thinkening factor to shift verts slightly based on view angle
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|     float viewSpaceThickenFactor = easeOut(1.0 - viewDotNormal);
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|     //as blade starts to become parallel with camera, want to allow it to shrink into nothing
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|     viewSpaceThickenFactor *= smoothstep(0.0, 0.2, viewDotNormal);
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|     //finally, apply adjustment to actual vert output
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|     FinalVertex.x += viewSpaceThickenFactor * (xDirection - 0.5) * grassWidth;
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| 
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| 
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|     //
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|     //push frag, normal, and texture positions to fragment shader
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|     //
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|     FragPos = vec3(FinalVertex);
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|     Normal = vec3(FinalNormal);
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|     TexCoord = aTex;
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| 
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| 
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|     //shadow map stuff
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|     FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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| 
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|     
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|     //set final position with opengl space
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|     gl_Position = projection * view * FinalVertex;
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| }
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| 
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| mat4 rotation3dX(float angle) {
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|     float s = sin(angle);
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|     float c = cos(angle);
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| 
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|     mat4 rVal = mat4(
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|         1.0, 0.0, 0.0, 0.0,
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|         0.0,   c,   s, 0.0,
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|         0.0,  -s,   c, 0.0,
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|         0.0, 0.0, 0.0, 1.0
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|     );
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|     
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|     return rVal;
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| }
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| 
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| vec3 rotateY(vec3 vector, float angle){
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|     mat4 mat = rotation3dY(angle);
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|     return (mat * vec4(vector,1.0)).xyz;
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| }
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| 
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| mat4 rotation3dY(float angle) {
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|     float s = sin(angle);
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|     float c = cos(angle);
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| 
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|     mat4 rVal = mat4(
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|           c, 0.0,  -s, 0.0,
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|         0.0, 1.0, 0.0, 0.0,
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|           s, 0.0,   c, 0.0,
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|         0.0, 0.0, 0.0, 1.0
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|     );
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|     
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|     return rVal;
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| }
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| 
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| mat4 rotation3dZ(float angle) {
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|     float s = sin(angle);
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|     float c = cos(angle);
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| 
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|     mat4 rVal = mat4(
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|           c,   s, 0.0, 0.0,
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|          -s,   c, 0.0, 0.0,
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|         0.0, 0.0, 1.0, 0.0,
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|         0.0, 0.0, 0.0, 1.0
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|     );
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|     
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|     return rVal;
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| }
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| 
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| 
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| float easeIn(float interpolator){
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|     return interpolator * interpolator;
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| }
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| 
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| float easeOut(float interpolator){
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|     return 1 - easeIn(1 - interpolator);
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| }
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| 
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| float easeInOut(float interpolator){
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|     float easeInValue = easeIn(interpolator);
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|     float easeOutValue = easeOut(interpolator);
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|     return mix(easeInValue, easeOutValue, interpolator);
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| }
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| 
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| float map(float value, float min1, float max1, float min2, float max2) {
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|   return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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| }
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| 
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| 
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| mat4 rotationMatrix(vec3 axis, float angle){
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|     axis = normalize(axis);
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|     float s = sin(angle);
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|     float c = cos(angle);
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|     float oc = 1.0 - c;
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|     
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|     return mat4(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,  0.0,
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|                 oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,  0.0,
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|                 oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c,           0.0,
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|                 0.0,                                0.0,                                0.0,                                1.0);
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| }
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| 
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| 
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| //////////////// K.jpg's Re-oriented 4-Point BCC Noise (OpenSimplex2) ////////////////
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| ////////////////////// Output: vec4(dF/dx, dF/dy, dF/dz, value) //////////////////////
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| 
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| // Inspired by Stefan Gustavson's noise
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| vec4 permute(vec4 t) {
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|     return t * (t * 34.0 + 133.0);
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| }
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| 
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| // Gradient set is a normalized expanded rhombic dodecahedron
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| vec3 grad(float hash) {
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|     
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|     // Random vertex of a cube, +/- 1 each
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|     vec3 cube = mod(floor(hash / vec3(1.0, 2.0, 4.0)), 2.0) * 2.0 - 1.0;
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|     
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|     // Random edge of the three edges connected to that vertex
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|     // Also a cuboctahedral vertex
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|     // And corresponds to the face of its dual, the rhombic dodecahedron
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|     vec3 cuboct = cube;
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|     cuboct[int(hash / 16.0)] = 0.0;
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|     
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|     // In a funky way, pick one of the four points on the rhombic face
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|     float type = mod(floor(hash / 8.0), 2.0);
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|     vec3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct));
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|     
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|     // Expand it so that the new edges are the same length
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|     // as the existing ones
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|     vec3 grad = cuboct * 1.22474487139 + rhomb;
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|     
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|     // To make all gradients the same length, we only need to shorten the
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|     // second type of vector. We also put in the whole noise scale constant.
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|     // The compiler should reduce it into the existing floats. I think.
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|     grad *= (1.0 - 0.042942436724648037 * type) * 32.80201376986577;
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|     
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|     return grad;
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| }
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| 
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| // BCC lattice split up into 2 cube lattices
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| vec4 openSimplex2Base(vec3 X) {
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|     
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|     // First half-lattice, closest edge
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|     vec3 v1 = round(X);
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|     vec3 d1 = X - v1;
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|     vec3 score1 = abs(d1);
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|     vec3 dir1 = step(max(score1.yzx, score1.zxy), score1);
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|     vec3 v2 = v1 + dir1 * sign(d1);
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|     vec3 d2 = X - v2;
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|     
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|     // Second half-lattice, closest edge
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|     vec3 X2 = X + 144.5;
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|     vec3 v3 = round(X2);
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|     vec3 d3 = X2 - v3;
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|     vec3 score2 = abs(d3);
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|     vec3 dir2 = step(max(score2.yzx, score2.zxy), score2);
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|     vec3 v4 = v3 + dir2 * sign(d3);
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|     vec3 d4 = X2 - v4;
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|     
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|     // Gradient hashes for the four points, two from each half-lattice
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|     vec4 hashes = permute(mod(vec4(v1.x, v2.x, v3.x, v4.x), 289.0));
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|     hashes = permute(mod(hashes + vec4(v1.y, v2.y, v3.y, v4.y), 289.0));
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|     hashes = mod(permute(mod(hashes + vec4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0);
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|     
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|     // Gradient extrapolations & kernel function
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|     vec4 a = max(0.5 - vec4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0);
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|     vec4 aa = a * a; vec4 aaaa = aa * aa;
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|     vec3 g1 = grad(hashes.x); vec3 g2 = grad(hashes.y);
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|     vec3 g3 = grad(hashes.z); vec3 g4 = grad(hashes.w);
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|     vec4 extrapolations = vec4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4));
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|     
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|     // Derivatives of the noise
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|     vec3 derivative = -8.0 * mat4x3(d1, d2, d3, d4) * (aa * a * extrapolations)
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|         + mat4x3(g1, g2, g3, g4) * aaaa;
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|     
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|     // Return it all as a vec4
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|     return vec4(derivative, dot(aaaa, extrapolations));
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| }
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| 
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| // Use this if you don't want Z to look different from X and Y
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| vec4 openSimplex2_Conventional(vec3 X) {
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|     
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|     // Rotate around the main diagonal. Not a skew transform.
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|     vec4 result = openSimplex2Base(dot(X, vec3(2.0/3.0)) - X);
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|     return vec4(dot(result.xyz, vec3(2.0/3.0)) - result.xyz, result.w);
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| }
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| 
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| // Use this if you want to show X and Y in a plane, then use Z for time, vertical, etc.
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| vec4 openSimplex2_ImproveXY(vec3 X) {
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|     
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|     // Rotate so Z points down the main diagonal. Not a skew transform.
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|     mat3 orthonormalMap = mat3(
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|         0.788675134594813, -0.211324865405187, -0.577350269189626,
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|         -0.211324865405187, 0.788675134594813, -0.577350269189626,
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|         0.577350269189626, 0.577350269189626, 0.577350269189626);
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|     
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|     vec4 result = openSimplex2Base(orthonormalMap * X);
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|     return vec4(result.xyz * orthonormalMap, result.w);
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| }
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| 
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| //////////////////////////////// End noise code //////////////////////////////// |