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