add wind fade in/out + add wire movement when is windy
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@@ -5,6 +5,7 @@ global uniform float global_wind_speed;
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global uniform vec2 global_wind_direction;
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global uniform float global_wind_scale;
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global uniform float global_wind_strength;
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global uniform float global_wind_fade;
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global uniform float global_snow_start_time;
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global uniform float global_snow_accumulation_speed;
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global uniform float global_snow_melt_time;
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@@ -43,12 +44,12 @@ void vertex() {
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vec3 instance_pos = MODEL_MATRIX[3].xyz;
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float total_angle = radians(rotation_degrees);
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if (wind_enabled && global_wind_speed > 0.0 && global_wind_strength > 0.0) {
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if (wind_enabled && global_wind_speed > 0.0 && global_wind_strength > 0.0 && global_wind_fade > 0.0) {
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float time = TIME * global_wind_speed;
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vec2 noise_uv = (instance_pos.xz * global_wind_scale) + (time * global_wind_direction * 0.5);
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float noise_val = textureLod(wind_noise, noise_uv, 2.0).r;
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float sway = sin(time + (noise_val * 10.0));
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total_angle += (sway * global_wind_strength);
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total_angle += (sway * global_wind_strength * global_wind_fade);
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}
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float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0);
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