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tgcc/core/daynight/weather_plain_shader.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled;
// Snow globals
global uniform float global_snow_start_time;
global uniform float global_snow_accumulation_speed;
global uniform float global_snow_melt_time;
global uniform float global_snow_melt_speed;
global uniform vec4 global_snow_color;
// Rain globals
global uniform float global_rain_intensity;
global uniform float global_rain_puddle_amount;
// Snow parameters
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
// Rain wetness parameters
uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5;
uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0;
uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0;
uniform float streak_scale : hint_range(0.1, 5.0) = 2.0;
uniform float streak_speed : hint_range(0.1, 3.0) = 0.8;
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
uniform float wet_roughness : hint_range(0.0, 0.3) = 0.05;
uniform float rain_normal_strength : hint_range(0.0, 1.0) = 0.4;
uniform float puddle_noise_scale : hint_range(0.01, 0.5) = 0.08;
uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45;
uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
float ripple_ring(vec2 uv, float time_offset) {
float d = length(uv);
float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
float fade = smoothstep(0.5, 0.0, d);
return ring * fade;
}
void fragment() {
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Plain shader: assume surface faces up (flat quads/planes)
float facing_up = 1.0;
// Snow accumulation
float snow_amount = 0.0;
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
// UV-based snow mask: accumulates from the top of the quad
float top_mask = 1.0 - UV.y;
float snow_mask = smoothstep(1.0 - snow_amount, 1.0 - snow_amount + snow_edge_softness, top_mask);
snow_mask *= step(0.01, snow_amount);
// Snow color with slight variation
float shade = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453);
shade = mix(-snow_color_variation, snow_color_variation, shade);
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
// Rain
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
float rain_factor = 0.0;
vec3 rain_albedo = vec3(0.0);
float rain_rough = wet_roughness;
float rain_metallic = 0.0;
vec3 rain_normal = vec3(0.5, 0.5, 1.0);
if (rain_int > 0.01) {
// Ripples on surface
float ripple = 0.0;
for (float i = 0.0; i < ripple_layers; i += 1.0) {
float phase = i * 2.17;
vec2 cell_offset = vec2(
texture(noise_texture, world_pos.xz * ripple_scale * 0.3 + vec2(phase)).r,
texture(noise_texture, world_pos.xz * ripple_scale * 0.3 + vec2(0.0, phase)).r
);
vec2 ripple_uv = fract(world_pos.xz * ripple_scale + cell_offset) - 0.5;
ripple += ripple_ring(ripple_uv, phase * 3.7);
}
ripple /= ripple_layers;
float effect = ripple * rain_int;
float darkness = wetness_darkening * rain_int;
vec2 normal_offset = vec2(dFdx(effect), dFdy(effect)) * rain_normal_strength;
rain_normal = vec3(normal_offset.x + 0.5, normal_offset.y + 0.5, 1.0);
rain_albedo = vec3(0.05, 0.05, 0.06);
rain_metallic = 0.15 * rain_int;
rain_factor = darkness + effect * 0.15;
}
// Puddles
float puddle_factor = 0.0;
float puddle_amt = clamp(global_rain_puddle_amount, 0.0, 1.0);
if (puddle_amt > 0.01) {
// Large-scale distribution: sparse zones where puddles can form
float distribution = texture(noise_texture, world_pos.xz * puddle_noise_scale * 0.15 + vec2(13.7, 7.3)).r;
float sparse_mask = smoothstep(0.55 - puddle_amt * 0.3, 0.35 - puddle_amt * 0.2, distribution);
// Multi-scale noise for organic puddle shapes
float n1 = texture(noise_texture, world_pos.xz * puddle_noise_scale).r;
float n2 = texture(noise_texture, world_pos.xz * puddle_noise_scale * 2.7 + vec2(5.7, 3.1)).r;
float n3 = texture(noise_texture, world_pos.xz * puddle_noise_scale * 5.3 + vec2(11.2, 8.9)).r;
float puddle_noise = n1 * 0.5 + n2 * 0.3 + n3 * 0.2;
// Puddles expand as puddle_amount increases
float threshold = puddle_threshold + (1.0 - puddle_amt) * 0.35;
float puddle_shape = smoothstep(threshold, threshold - 0.08, puddle_noise);
puddle_factor = puddle_shape * sparse_mask * puddle_amt;
// Ripples inside puddles
if (puddle_factor > 0.1 && rain_int > 0.01) {
float puddle_ripple = 0.0;
for (float i = 0.0; i < 2.0; i += 1.0) {
float phase = i * 3.14;
vec2 r_uv = fract(world_pos.xz * ripple_scale * 0.8 + vec2(phase * 0.7)) - 0.5;
puddle_ripple += ripple_ring(r_uv, phase * 2.3);
}
puddle_ripple *= 0.5 * rain_int;
vec2 p_normal_offset = vec2(dFdx(puddle_ripple), dFdy(puddle_ripple)) * 0.6;
rain_normal = vec3(p_normal_offset.x + 0.5, p_normal_offset.y + 0.5, 1.0);
}
}
// Combine
// Puddles override rain when stronger
if (puddle_factor > rain_factor) {
rain_albedo = vec3(0.01, 0.01, 0.02);
rain_rough = 0.02;
rain_metallic = 0.5 * puddle_amt;
rain_factor = puddle_factor;
}
if (snow_mask > rain_factor) {
ALBEDO = snow_albedo;
ROUGHNESS = 0.15;
METALLIC = 0.0;
ALPHA = snow_mask;
} else if (rain_factor > 0.01) {
ALBEDO = rain_albedo;
ROUGHNESS = rain_rough;
METALLIC = rain_metallic;
NORMAL_MAP = rain_normal;
ALPHA = rain_factor;
} else {
ALPHA = 0.0;
}
}