feat/fix: misc shader changes (fix normals, lighting, uv)

This commit is contained in:
2026-06-01 16:56:28 -03:00
parent 569a4f29fb
commit aeee2158ba
3 changed files with 83 additions and 76 deletions
+4 -5
View File
@@ -224,6 +224,7 @@ export default function Grass({
shader.vertexShader = `
uniform float uTime;
varying vec2 vGrassUv;
varying vec3 vWorldPos;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
@@ -233,12 +234,10 @@ export default function Grass({
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
@@ -246,23 +245,21 @@ export default function Grass({
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for(int i = 0; i < 4; i++) {
value += amplitude * noise(p * frequency);
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
${shader.vertexShader}
`;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
vGrassUv = uv;
${grassVert}
`
);
@@ -270,8 +267,10 @@ export default function Grass({
shader.fragmentShader = `
uniform float uTime;
varying vec2 vGrassUv;
varying vec3 vWorldPos;
${shader.fragmentShader}
`;
shader.fragmentShader = shader.fragmentShader.replace(
'#include <color_fragment>',
`
@@ -1,13 +1,17 @@
float ao = smoothstep(0.0, 0.7, vGrassUv.y);
ao = mix(0.05, 1.0, ao);
vec3 rootColor = diffuseColor.rgb * 0.4;
vec3 tipColor = diffuseColor.rgb * 1.5;
float ao = smoothstep(0.0, 0.8, vGrassUv.y);
ao = mix(0.15, 1.0, ao);
vec3 rootColor = diffuseColor.rgb * 0.35;
vec3 tipColor = diffuseColor.rgb * 1.3;
vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
grassColor *= ao;
float translucency = pow(vGrassUv.y, 2.0) * 0.5;
grassColor += diffuseColor.rgb * translucency;
vec3 viewDir = normalize(cameraPosition - vWorldPos);
vec3 lightDir = normalize(vec3(15.0, 25.0, 15.0));
diffuseColor.rgb = grassColor;
float backLighting = max(0.0, dot(viewDir, -lightDir));
backLighting = pow(backLighting, 3.0) * smoothstep(0.2, 1.0, vGrassUv.y);
vec3 sssColor = vec3(0.4, 0.8, 0.3) * diffuseColor.rgb;
grassColor += sssColor * backLighting * 1.5;
diffuseColor.rgb = grassColor * ao;
@@ -1,3 +1,5 @@
vGrassUv = uv;
vec4 worldPos = modelMatrix * instanceMatrix * vec4(0.0, 0.0, 0.0, 1.0);
float gx = worldPos.x;
float gz = worldPos.z;
@@ -8,7 +10,6 @@ float windSpeed = 1.5;
float windTime = uTime * windSpeed;
vec2 windSamplePos = (worldPos.xz * 0.05) - (mainWindDir * windTime * 0.2);
float windBase = fbm(windSamplePos * 0.8) * 0.4 + 0.2;
float gustNoise = fbm(windSamplePos * 0.4);
float gust = pow(gustNoise, 3.0) * 1.8;
@@ -36,3 +37,6 @@ float swayAmount = (totalWind + spring) * uv.y * uv.y;
transformed.x += swayAmount * windDir.x;
transformed.z += swayAmount * windDir.y;
transformed.y -= abs(swayAmount) * 0.2;
objectNormal = vec3(0.0, 1.0, 0.0);
vWorldPos = (modelMatrix * instanceMatrix * vec4(transformed, 1.0)).xyz;