feat: rewrite grass LOD system and visuals
This commit is contained in:
+43
-25
@@ -84,6 +84,7 @@ interface GrassProps {
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detailScale: number;
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detailHeight: number;
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noise2D: (x: number, y: number) => number;
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grassLOD: number;
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enableShadows?: boolean;
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}
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@@ -98,7 +99,8 @@ function Grass({
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hillHeight,
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detailScale,
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detailHeight,
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noise2D
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noise2D,
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grassLOD
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}: GrassProps) {
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const meshRef = useRef<InstancedMesh>(null);
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const dummyRef = useRef<Object3D>(new Object3D());
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@@ -120,6 +122,8 @@ function Grass({
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) {
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(materialRef.current.userData.shader as Shader).uniforms.uTime.value =
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state.clock.getElapsedTime();
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(materialRef.current.userData.shader as Shader).uniforms.uLOD.value =
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grassLOD;
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}
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});
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@@ -239,15 +243,18 @@ function Grass({
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hillHeight,
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detailScale,
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detailHeight,
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noise2D
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noise2D,
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grassLOD
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]);
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const onBeforeCompile = useMemo(
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() => (shader: Shader) => {
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shader.uniforms.uTime = { value: 0 };
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shader.uniforms.uLOD = { value: grassLOD };
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shader.vertexShader = `
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uniform float uTime;
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uniform float uLOD;
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varying vec2 vGrassUv;
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float hash(vec2 p) {
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@@ -309,7 +316,7 @@ function Grass({
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materialRef.current.userData.shader = shader;
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}
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},
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[]
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[grassLOD]
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);
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return (
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@@ -366,19 +373,28 @@ function TerrainChunk({
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grassSize,
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grassLOD
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}: TerrainChunkProps) {
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const distance = Math.sqrt((x * size) ** 2 + (y * size) ** 2);
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let adjustedGrassCount = grassCount;
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if (distance > grassLOD) {
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adjustedGrassCount = 0;
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} else if (distance > grassLOD * 0.6) {
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const fadeStart = grassLOD * 0.6;
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const fadeRange = grassLOD * 0.4;
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const fadeFactor = 1.0 - (distance - fadeStart) / fadeRange;
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adjustedGrassCount = Math.floor(grassCount * fadeFactor * fadeFactor);
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}
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const [showGrass, setShowGrass] = useState(false);
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const meshRef = useRef<Mesh>(null);
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useFrame((state) => {
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const camPos = state.camera.position;
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const chunkPosX = x * size;
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const chunkPosZ = y * size;
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const dx = camPos.x - chunkPosX;
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const dz = camPos.z - chunkPosZ;
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const distSq = dx * dx + dz * dz;
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// Use grassLOD as the distance threshold
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const threshold = grassLOD * grassLOD;
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if (distSq < threshold) {
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if (!showGrass) setShowGrass(true);
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} else {
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if (showGrass) setShowGrass(false);
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}
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});
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const geometry = useMemo(() => {
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const geo = new BufferGeometry();
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@@ -444,8 +460,8 @@ function TerrainChunk({
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const colorNoise = noise2D(globalX * 0.02, globalZ * 0.02);
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const t = (colorNoise + 1) / 2;
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const dryGreen = { r: 0.05, g: 0.1, b: 0.0 };
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const lushGreen = { r: 0.0, g: 0.2, b: 0.0 };
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const dryGreen = { r: 0.01, g: 0.01, b: 0.0 };
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const lushGreen = { r: 0.0, g: 0.05, b: 0.0 };
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const r = dryGreen.r + (lushGreen.r - dryGreen.r) * t;
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const g = dryGreen.g + (lushGreen.g - dryGreen.g) * t;
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@@ -489,12 +505,12 @@ function TerrainChunk({
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wireframe={wireframe}
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/>
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</mesh>
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{!wireframe && adjustedGrassCount > 0 && (
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{!wireframe && showGrass && (
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<Grass
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x={x}
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y={y}
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size={size}
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count={adjustedGrassCount}
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count={grassCount}
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grassSize={grassSize}
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scale={scale}
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hillScale={hillScale}
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@@ -502,6 +518,7 @@ function TerrainChunk({
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detailScale={detailScale}
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detailHeight={detailHeight}
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noise2D={noise2D}
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grassLOD={grassLOD}
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/>
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)}
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</group>
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@@ -622,16 +639,17 @@ export default function Home() {
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className='canvas'
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>
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<EffectComposer>
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<DepthOfField target={[0, 5, 0]} focalLength={20} bokehScale={5} />
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{/* <DepthOfField target={[0, 5, 0]} focalLength={10} bokehScale={5} /> */}
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{/* <Pixelation granularity={6} /> */}
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<Vignette />
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<Noise opacity={0.05} />
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<Bloom
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intensity={2.2}
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intensity={2}
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luminanceThreshold={0.5}
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luminanceSmoothing={0.1}
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/>
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{sealMesh ? (
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{/* {sealMesh ? (
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<GodRays
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sun={sealMesh}
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samples={16}
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@@ -644,7 +662,7 @@ export default function Home() {
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/>
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) : (
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<></>
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)}
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)} */}
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</EffectComposer>
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<Environment files={'hdr/sky.hdr'} environmentIntensity={1} background />
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@@ -661,13 +679,13 @@ export default function Home() {
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wireframe={false}
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grassCount={8000}
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grassSize={0.6}
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grassLOD={60}
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grassLOD={80}
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/>
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<SealCube
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{/* <SealCube
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ref={(mesh) => {
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if (mesh && !sealMesh) setSealMesh(mesh);
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}}
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/>
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/> */}
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<OrbitControls
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target={[0, 5, 0]}
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@@ -1,4 +1,18 @@
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vec3 rootColor = diffuseColor.rgb * 0.5;
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vec3 tipColor = diffuseColor.rgb * 1.5 + vec3(0.1, 0.1, 0.0); // Slight yellow tint at tips
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// Fake Ambient Occlusion
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// Darken root (vGrassUv.y near 0) substantially
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float ao = smoothstep(0.0, 0.4, vGrassUv.y);
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ao = mix(0.2, 1.0, ao); // Roots are 20% brightness
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diffuseColor.rgb = mix(rootColor, tipColor, vGrassUv.y);
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// Base mixing
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vec3 rootColor = diffuseColor.rgb * 0.4;
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vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.1, 0.1, 0.0);
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vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
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grassColor *= ao;
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// Fake Translucency / Backlighting (Simple rim light effect)
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// Simulating light passing through blades
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float translucency = pow(vGrassUv.y, 2.0) * 0.5;
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grassColor += vec3(0.1, 0.2, 0.0) * translucency;
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diffuseColor.rgb = grassColor;
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@@ -1,5 +1,16 @@
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float worldX = instanceMatrix[3][0];
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float worldZ = instanceMatrix[3][2];
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float worldY = instanceMatrix[3][1];
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vec3 worldPos = vec3(worldX, worldY, worldZ);
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float dist = distance(cameraPosition, worldPos);
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float fadeStart = uLOD * 0.6;
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float fadeRange = uLOD * 0.4;
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float distFactor = 1.0 - clamp((dist - fadeStart) / fadeRange, 0.0, 1.0);
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float noiseVal = fbm(vec2(worldX, worldZ) * 0.5);
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distFactor = clamp(distFactor + (noiseVal - 0.5) * 0.2, 0.0, 1.0);
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float windSpeed = 0.3;
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float windScale = 0.04;
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@@ -18,8 +29,28 @@ vec2 windDir = vec2(
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);
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windDir = normalize(windDir - 0.5) * 0.8;
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// Tapering
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// Reduce width based on Y (height)
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// As Y increases (from 0 to 1 in UV space roughly), width decreases.
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// uv.y is height.
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float taper = 1.0 - uv.y;
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taper = mix(1.0, taper, 0.5); // Control how sharp the taper is. 0.5 = moderate taper.
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transformed.x *= taper;
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transformed.z *= taper;
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// Curvature - Simple quadratic bend
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// Bend more as we go up.
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float curveAmount = uv.y * uv.y * 2.0;
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vec2 curveDir = normalize(vec2(noiseVal, fbm(vec2(worldZ, worldX))) - 0.5); // Randomize curve direction
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transformed.x += curveAmount * curveDir.x * 0.5;
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transformed.z += curveAmount * curveDir.y * 0.5;
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// Apply wind sway
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float swayAmount = (windStrength + turbulence) * uv.y * uv.y;
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transformed.x += swayAmount * windDir.x;
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transformed.z += swayAmount * windDir.y;
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transformed.y -= abs(swayAmount) * 0.2;
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// Apply distance scaling
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transformed *= distFactor;
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