feat/fix: misc shader changes (fix normals, lighting, uv)
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@@ -7,24 +7,24 @@ import grassVert from './shaders/grass.vert';
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import grassFrag from './shaders/grass.frag';
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interface GrassProps {
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x: number;
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y: number;
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size: number;
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count: number;
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grassSize: number;
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scale: number;
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hillScale: number;
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hillHeight: number;
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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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dryColor: string;
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lushColor: string;
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grassBlades?: number;
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grassSegments?: number;
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grassLODStart?: number;
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grassLODExponent?: number;
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x: number;
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y: number;
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size: number;
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count: number;
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grassSize: number;
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scale: number;
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hillScale: number;
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hillHeight: number;
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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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dryColor: string;
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lushColor: string;
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grassBlades?: number;
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grassSegments?: number;
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grassLODStart?: number;
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grassLODExponent?: number;
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}
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export default function Grass({
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@@ -222,62 +222,61 @@ export default function Grass({
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shader.uniforms.uTime = { value: 0 };
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shader.vertexShader = `
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uniform float uTime;
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varying vec2 vGrassUv;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for(int i = 0; i < 4; i++) {
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value += amplitude * noise(p * frequency);
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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${shader.vertexShader}
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`;
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uniform float uTime;
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varying vec2 vGrassUv;
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varying vec3 vWorldPos;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for(int i = 0; i < 4; i++) {
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value += amplitude * noise(p * frequency);
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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${shader.vertexShader}
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`;
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shader.vertexShader = shader.vertexShader.replace(
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'#include <begin_vertex>',
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`
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#include <begin_vertex>
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vGrassUv = uv;
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${grassVert}
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`
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#include <begin_vertex>
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${grassVert}
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`
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);
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shader.fragmentShader = `
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uniform float uTime;
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varying vec2 vGrassUv;
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${shader.fragmentShader}
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`;
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uniform float uTime;
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varying vec2 vGrassUv;
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varying vec3 vWorldPos;
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${shader.fragmentShader}
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`;
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shader.fragmentShader = shader.fragmentShader.replace(
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'#include <color_fragment>',
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`
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#include <color_fragment>
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${grassFrag}
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`
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#include <color_fragment>
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${grassFrag}
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`
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);
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if (materialRef.current) {
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@@ -1,13 +1,17 @@
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float ao = smoothstep(0.0, 0.7, vGrassUv.y);
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ao = mix(0.05, 1.0, ao);
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vec3 rootColor = diffuseColor.rgb * 0.4;
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vec3 tipColor = diffuseColor.rgb * 1.5;
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float ao = smoothstep(0.0, 0.8, vGrassUv.y);
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ao = mix(0.15, 1.0, ao);
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vec3 rootColor = diffuseColor.rgb * 0.35;
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vec3 tipColor = diffuseColor.rgb * 1.3;
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vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
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grassColor *= ao;
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float translucency = pow(vGrassUv.y, 2.0) * 0.5;
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grassColor += diffuseColor.rgb * translucency;
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vec3 viewDir = normalize(cameraPosition - vWorldPos);
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vec3 lightDir = normalize(vec3(15.0, 25.0, 15.0));
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diffuseColor.rgb = grassColor;
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float backLighting = max(0.0, dot(viewDir, -lightDir));
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backLighting = pow(backLighting, 3.0) * smoothstep(0.2, 1.0, vGrassUv.y);
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vec3 sssColor = vec3(0.4, 0.8, 0.3) * diffuseColor.rgb;
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grassColor += sssColor * backLighting * 1.5;
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diffuseColor.rgb = grassColor * ao;
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@@ -1,3 +1,5 @@
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vGrassUv = uv;
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vec4 worldPos = modelMatrix * instanceMatrix * vec4(0.0, 0.0, 0.0, 1.0);
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float gx = worldPos.x;
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float gz = worldPos.z;
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@@ -8,7 +10,6 @@ float windSpeed = 1.5;
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float windTime = uTime * windSpeed;
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vec2 windSamplePos = (worldPos.xz * 0.05) - (mainWindDir * windTime * 0.2);
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float windBase = fbm(windSamplePos * 0.8) * 0.4 + 0.2;
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float gustNoise = fbm(windSamplePos * 0.4);
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float gust = pow(gustNoise, 3.0) * 1.8;
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@@ -35,4 +36,7 @@ transformed.z += curveAmount * curveDir.y * 0.5;
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float swayAmount = (totalWind + spring) * 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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transformed.y -= abs(swayAmount) * 0.2;
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objectNormal = vec3(0.0, 1.0, 0.0);
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vWorldPos = (modelMatrix * instanceMatrix * vec4(transformed, 1.0)).xyz;
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