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tgcc/core/biome_generator/wires.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled;
//Wire color
uniform vec4 albedo_color : source_color = vec4(0.1, 0.1, 0.1, 1.0);
global uniform float global_wind_strength;
global uniform float global_wind_speed;
global uniform float global_wind_fade;
void vertex() {
//COLOR.r is the drawing. 0 -> lampost (no move); 1.0 is the center of the wire
float movement = COLOR.r;
float wind_amount = global_wind_strength * global_wind_fade;
//Create a wave (based on position and time to be random)
float wind_wave = 0.0;
float vertical_wave = 0.0;
if (global_wind_speed > 0.0 && wind_amount > 0.0) {
wind_wave = sin(TIME * global_wind_speed + NODE_POSITION_WORLD.x * 0.5 + NODE_POSITION_WORLD.z * 0.35) * wind_amount;
vertical_wave = sin(TIME * global_wind_speed * 0.7 + NODE_POSITION_WORLD.z * 0.35) * wind_amount;
}
VERTEX.x += wind_wave * 0.28 * movement;
VERTEX.y += vertical_wave * 0.125 * movement;
VERTEX.z += wind_wave * 0.24 * movement;
}
void fragment() {
ALBEDO = albedo_color.rgb;
ROUGHNESS = 0.9;
}