shader_type spatial; render_mode cull_back; global uniform float wind_scale; global uniform float wind_speed; global uniform float wind_strength; global uniform vec3 wind_direction; global uniform sampler2D wind_noise : filter_linear_mipmap; uniform vec4 grass_color : source_color; uniform sampler2D grass_alpha : source_color; uniform float grass_bend_amount = 1.0; uniform float sway_back : hint_range(0.0, 1.0, 0.01) = 1.0; uniform float light_steps = 3.0; varying vec3 node_pos_view; varying vec3 node_pos_world; vec4 CalculateWind(vec4 uv, float speed, vec3 rotate_direction, float uv_scale, float mip_level){ // Scrolling Wind Noise vec3 noise_texture = textureLod(wind_noise, (uv.xz * uv_scale) - (speed * wind_direction.xz), mip_level).rgb; noise_texture = noise_texture * (1. + sway_back) - sway_back; // Vertex Displacement vec4 displace = vec4((noise_texture * rotate_direction) , 0.0); return displace; } void vertex() { // Varyings node_pos_view = NODE_POSITION_VIEW; node_pos_world = NODE_POSITION_WORLD; // Wind Animation vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0); float speed = TIME * wind_speed; float displace_ammount = wind_strength * grass_bend_amount; vec4 direction = normalize(VIEW_MATRIX * vec4(wind_direction, 0.0)); //rotate the billboard in the direction of the wind //vec3 direction = vec3(1.0, 0.0, 0.0); //rotate the billboard sideways to the camera vec4 displace = CalculateWind(world_pos, speed, direction.xyz, wind_scale, 2.0); float uv_mask = 1. - UV.y; displace *= displace_ammount * uv_mask; // Billboard MODELVIEW_MATRIX = VIEW_MATRIX * mat4( vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]); // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX); VERTEX += displace.rgb; } void fragment() { // Color Variation float noise = texture(wind_noise, node_pos_world.xz * 0.04).r; noise = (noise + 2.5) / 3.5; noise = ceil(noise * 5.0) / 5.0; ALBEDO = grass_color.rgb * noise; ALPHA = texture(grass_alpha, UV).r; ALPHA_SCISSOR_THRESHOLD = 0.75; SPECULAR = 0.0; ROUGHNESS = 0.0; // roughness is being u sed as a mask for the outline LIGHT_VERTEX = node_pos_view; // shade the entire mesh based on the object position(pivot) instead of the pixel position } void light(){ //Diffuse lighting float light = clamp(dot(NORMAL, LIGHT), 0.0, 1.0); DIFFUSE_LIGHT += light * (LIGHT_COLOR / PI) * ATTENUATION; }