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+11
-8
@@ -8,13 +8,14 @@ import { Suspense, useEffect, useState } from "react";
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import { AmbientSound } from './scene-components/ambient-sound';
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import { fearState } from './state';
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import { FEAR_SETTINGS, fearState } from './state';
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import TheCreature from './scene-components/creature';
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import Player from './scene-components/player';
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import Hallway from './scene-components/hallway';
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import { AudioListener } from 'three';
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import FinaleText from './scene-components/finale-text';
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function PostProcessing() {
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const [wasCaught, setWasCaught] = useState(fearState.wasCaught);
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@@ -27,9 +28,9 @@ function PostProcessing() {
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}, []);
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return (<EffectComposer>
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<Pixelation granularity={wasCaught ? 18 : 12} />
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<Pixelation granularity={wasCaught ? 18 : 10} />
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<Vignette />
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<Noise opacity={wasCaught ? 0.01 : 0.005} />
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<Noise opacity={wasCaught ? 0.01 : 0.003} />
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<BrightnessContrast
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brightness={-0.01}
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contrast={0.05}
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@@ -77,7 +78,7 @@ export default function Fear() {
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shadows
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gl={{ antialias: true }}
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className='canvas'
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camera={{ position: [0, 3, -5], fov: 65, far: 100 }}
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camera={{ position: [0, 3, -5], fov: 55, far: 100 }}
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>
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<FearStateUpdater />
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@@ -85,9 +86,9 @@ export default function Fear() {
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<color attach="background" args={['#050505']} />
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<ambientLight intensity={0.0225} />
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<fogExp2 attach='fog' args={[0x050505, 0.035]} />
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<PostProcessing />
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{FEAR_SETTINGS.TEST_MODE ? <ambientLight intensity={2} /> : <ambientLight intensity={0.0225} />}
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{FEAR_SETTINGS.TEST_MODE ? null : <fogExp2 attach='fog' args={[0x050505, 0.035]} />}
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{FEAR_SETTINGS.TEST_MODE ? null : < PostProcessing />}
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<Suspense fallback={null}>
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<Hallway />
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@@ -98,7 +99,7 @@ export default function Fear() {
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<AmbientSound
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key="ambient-1"
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url='fear/snd/ambience.mp3'
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volume={isRustActive ? 0 : 1}
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volume={isRustActive ? 0 : 0.5}
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/>
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<AmbientSound
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@@ -113,5 +114,7 @@ export default function Fear() {
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volume={1}
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/> : null}
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</Canvas>
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<FinaleText />
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</>)
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}
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@@ -1,14 +1,22 @@
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import { useTexture, PositionalAudio } from "@react-three/drei";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useEffect, useRef, useState } from "react";
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import { useEffect, useMemo, useRef, useState } from "react";
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import * as THREE from "three";
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import { FEAR_SETTINGS, fearState } from "../state";
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import { ShaderPatch } from "../shader-patch";
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useTexture.preload('fear/img/creature.png');
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export default function TheCreature() {
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const texture = useTexture('fear/img/creature.png');
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const baseTexture = useTexture('fear/img/creature.png');
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const texture = useMemo(() => {
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const t = baseTexture.clone();
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t.needsUpdate = true;
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return t;
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}, [baseTexture]);
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const meshRef = useRef<THREE.Mesh>(null);
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const audioRef = useRef<THREE.PositionalAudio>(null);
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const { camera } = useThree();
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@@ -21,6 +29,13 @@ export default function TheCreature() {
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const audioPlaying = useRef<boolean>(false);
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const movePhase = useRef<'frozen' | 'lurching'>('frozen');
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const phaseTimer = useRef<number>(1.5);
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const glitchCooldown = useRef<number>(0);
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const isGlitchSpiking = useRef<boolean>(false);
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const flickerCooldown = useRef<number>(0);
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useEffect(() => {
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const unsubscribe = fearState.subscribe(() => {
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setFinaleTriggered(fearState.finaleTriggered);
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@@ -30,6 +45,8 @@ export default function TheCreature() {
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setHasTriggered(false);
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globalDistance.current = 32;
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audioPlaying.current = false;
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movePhase.current = 'frozen';
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phaseTimer.current = 1.5;
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if (audioRef.current && audioRef.current.isPlaying)
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audioRef.current.stop();
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@@ -47,16 +64,33 @@ export default function TheCreature() {
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if (!isSpawned) {
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setIsSpawned(true);
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globalDistance.current = 32;
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movePhase.current = 'frozen';
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phaseTimer.current = 1.0 + Math.random() * 1.5;
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}
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if (!hasTriggered) {
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if (globalDistance.current < 40) {
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if (globalDistance.current < 40)
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setHasTriggered(true);
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}
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}
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if (hasTriggered) {
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globalDistance.current -= FEAR_SETTINGS.CREATURE_SPEED * delta;
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phaseTimer.current -= delta;
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if (phaseTimer.current <= 0) {
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if (movePhase.current === 'frozen') {
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movePhase.current = 'lurching';
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phaseTimer.current = 0.05 + Math.random() * 0.2;
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} else {
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movePhase.current = 'frozen';
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const proximityFactor = Math.max(0.05, globalDistance.current / 32);
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phaseTimer.current = (0.2 + Math.random() * 1.0) * proximityFactor;
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}
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}
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if (movePhase.current === 'lurching') {
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globalDistance.current -= FEAR_SETTINGS.CREATURE_SPEED * 3 * delta;
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}
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if (audioRef.current && !audioPlaying.current) {
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audioPlaying.current = true;
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@@ -84,6 +118,51 @@ export default function TheCreature() {
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creature.position.set(0, 1.6, calculatedZ);
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creature.lookAt(camera.position.x, creature.position.y, camera.position.z);
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if (!hasTriggered) return;
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const proximity = 1 - Math.max(0, Math.min(1, globalDistance.current / 32));
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const jitterX = 1.0 + (Math.random() - 0.5) * 0.04 * proximity;
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let jitterY = 1.0 + (Math.random() - 0.5) * 0.06 * proximity;
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glitchCooldown.current -= delta;
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if (glitchCooldown.current <= 0) {
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if (Math.random() < 0.25 + proximity * 0.35) {
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isGlitchSpiking.current = true;
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glitchCooldown.current = 0.03 + Math.random() * 0.08;
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} else {
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isGlitchSpiking.current = false;
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glitchCooldown.current = 0.08 + Math.random() * 0.4 * (1 - proximity * 0.7);
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}
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}
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if (isGlitchSpiking.current) {
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const spike = 0.15 + Math.random() * 0.35;
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jitterY += Math.random() > 0.5 ? spike : -spike * 0.6;
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}
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creature.scale.set(jitterX, jitterY, 1.0);
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flickerCooldown.current -= delta;
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if (flickerCooldown.current <= 0) {
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if (creature.visible && Math.random() < 0.12 + proximity * 0.08) {
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creature.visible = false;
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flickerCooldown.current = 0.02 + Math.random() * 0.05;
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} else {
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creature.visible = true;
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flickerCooldown.current = 0.05 + Math.random() * 0.3 * (1 - proximity * 0.5);
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}
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}
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texture.offset.set(
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(Math.random() - 0.5) * 0.025 * proximity,
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(Math.random() - 0.5) * 0.025 * proximity
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);
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if (proximity > 0.2) {
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creature.position.x += (Math.random() - 0.5) * 0.12 * proximity;
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creature.position.y += (Math.random() - 0.5) * 0.06 * proximity;
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}
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});
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return (
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@@ -92,11 +171,15 @@ export default function TheCreature() {
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visible={finaleTriggered}
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>
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<planeGeometry args={[3.0, 4.8]} />
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<meshBasicMaterial
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<meshStandardMaterial
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map={texture}
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transparent={true}
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depthWrite={false}
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side={THREE.DoubleSide}
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onBeforeCompile={ShaderPatch}
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emissive="#ffffff"
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emissiveMap={texture}
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emissiveIntensity={0.15}
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/>
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{finaleTriggered && (
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@@ -0,0 +1,84 @@
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@font-face {
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font-family: 'VCR';
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src: url('/fear/fonts/vcr.ttf') format('truetype');
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font-weight: normal;
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font-style: normal;
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font-display: swap;
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}
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.finale-container {
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position: absolute;
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width: 100%;
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height: 100%;
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left: 0;
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top: 0vh;
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display: grid;
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align-items: center;
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align-content: center;
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justify-content: center;
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overflow: hidden;
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/* filter: invert(100%); */
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backdrop-filter: brightness(100%);
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grid-auto-rows: 5vh;
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/* grid-template-columns: 0; */
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grid-template-rows: repeat(auto-fit, max-content);
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user-select: none;
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will-change: filter;
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animation: invertFlicker 0.07s infinite alternate;
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}
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@keyframes invertFlicker {
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0%,
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43%,
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45%,
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88%,
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92% {
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filter: invert(0%) contrast(100%) brightness(100%);
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backdrop-filter: brightness(100%) hue-rotate(0deg);
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}
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44%,
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46%,
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89%,
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93%,
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100% {
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filter: invert(100%) contrast(300%) brightness(150%);
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backdrop-filter: brightness(30%) hue-rotate(180deg) saturate(500%);
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}
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}
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.finale-text {
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font-family: 'VCR', sans-serif;
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font-variant-numeric: tabular-nums;
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letter-spacing: 0.1em;
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height: 0px;
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width: 100%;
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color: rgb(255, 255, 255);
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font-size: 8vh;
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text-align: center;
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white-space: nowrap;
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}
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.scanlines {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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z-index: 900;
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background: repeating-linear-gradient(rgba(0, 0, 0, 0) 0px,
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rgba(0, 0, 0, 0) 2px,
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rgba(0, 0, 0, 0.3) 2px,
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rgba(0, 0, 0, 0.3) 4px);
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}
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@@ -0,0 +1,56 @@
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import { JSX, useEffect, useState } from "react"
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import { fearState } from "../state"
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import './finale-text.css';
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const BLOCKS = [
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"▀", "▂", "▃", "▄", "▅", "▆", "▇",
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"█", "▉", "▊", "▋", "▌", "▍", "▎", "▏",
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"▐", "░", "▒", "▓", "▔", "▕", "▖", "▗",
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"▘", "▙", "▚", "▛", "▜", "▝", "▞", "▟"
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];
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export default function FinaleText() {
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const [wasCaught, setWasCaught] = useState(fearState.wasCaught);
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const [elements, setElements] = useState<JSX.Element[]>([]);
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useEffect(() => {
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const unsubscribe = fearState.subscribe(() => {
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setWasCaught(fearState.wasCaught)
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});
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return () => unsubscribe();
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}, []);
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useEffect(() => {
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if (!wasCaught)
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return;
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const interval = setInterval(() => {
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if (Math.random() > 0.9) return;
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const baseText = "bwaaaaaaaaa";
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const corrupted = baseText
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.split("")
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.map((char) => (Math.random() > 0.98 ? BLOCKS[Math.floor(Math.random() * BLOCKS.length)] : char))
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.join("");
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setElements((prev) => [...prev.slice(-30),
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<span className="finale-text" key={crypto.randomUUID()}>
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{corrupted}
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</span>
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]);
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}, 10);
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return () => clearInterval(interval);
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}, [wasCaught]);
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|
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if (!wasCaught) return null;
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return (<>
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<div className="finale-container">
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{elements}
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</div>
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<div className="scanlines" />
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</>)
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}
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@@ -1,31 +1,67 @@
|
||||
import { useEffect, useRef, useState } from "react";
|
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import { FEAR_SETTINGS, fearState } from "../state";
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import { useTexture } from "@react-three/drei";
|
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import { useTexture, PositionalAudio } from "@react-three/drei";
|
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|
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import * as THREE from "three";
|
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import { useFrame } from "@react-three/fiber";
|
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import { ShaderPatch } from "../shader-patch";
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|
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interface DoorProps {
|
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position: [number, number, number];
|
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rotation: [number, number, number];
|
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}
|
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function Door({ position, rotation }: DoorProps) {
|
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const [soundUrl, setSoundUrl] = useState<string | null>(null);
|
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const currentSound = useRef<string | null>(null);
|
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const steelTex = useTexture('fear/img/steel.png');
|
||||
|
||||
useEffect(() => {
|
||||
const interval = setInterval(() => {
|
||||
if (Math.random() < 0.02) {
|
||||
const chosenSound = Math.random() < 0.5 ? "fear/snd/knock1.mp3" : "fear/snd/knock2.mp3";
|
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|
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setSoundUrl(chosenSound);
|
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currentSound.current = chosenSound;
|
||||
}
|
||||
}, 5000);
|
||||
|
||||
return () => clearInterval(interval);
|
||||
}, []);
|
||||
|
||||
const handleAudioEnded = () => {
|
||||
setSoundUrl(null);
|
||||
currentSound.current = null;
|
||||
};
|
||||
|
||||
return (
|
||||
<group position={position} rotation={rotation}>
|
||||
<mesh position={[0, 2, -0.14]}>
|
||||
<boxGeometry args={[2.4, 4.0, 0.2]} />
|
||||
<meshStandardMaterial color="#8a8585" roughness={0.8} metalness={0.2} />
|
||||
{/* frame */}
|
||||
<mesh position={[0, 2, -0.1]}>
|
||||
<boxGeometry args={[2.4, 4.0, 0.2, 4, 4, 1]} />
|
||||
<meshStandardMaterial map={steelTex} color="#8d8d8d" onBeforeCompile={ShaderPatch} />
|
||||
</mesh>
|
||||
|
||||
<mesh position={[0, 1.95, -0.08]}>
|
||||
<boxGeometry args={[2.1, 3.8, 0.1]} />
|
||||
<meshStandardMaterial color="#4e4b4b" roughness={0.7} metalness={0.2} />
|
||||
{/* panel */}
|
||||
<mesh position={[0, 1.95, -0.0]}>
|
||||
<boxGeometry args={[2.1, 3.8, 0.1, 4, 4, 1]} />
|
||||
<meshStandardMaterial map={steelTex} color="#4e4a4a" onBeforeCompile={ShaderPatch} />
|
||||
</mesh>
|
||||
|
||||
<mesh position={[0.9, 1.8, 0.08]}>
|
||||
<boxGeometry args={[0.08, 0.08, 0.15]} />
|
||||
<meshStandardMaterial color="#4e4b4b" roughness={0.4} metalness={0.2} />
|
||||
{/* handle */}
|
||||
<mesh position={[0.75, 1.8, .085]}>
|
||||
<boxGeometry args={[0.3, 0.08, 0.1]} />
|
||||
<meshStandardMaterial map={steelTex} color="#ffffff" onBeforeCompile={ShaderPatch} />
|
||||
</mesh>
|
||||
|
||||
{soundUrl && (
|
||||
<PositionalAudio
|
||||
url={soundUrl}
|
||||
distance={25}
|
||||
loop={false}
|
||||
autoplay={true}
|
||||
onEnded={handleAudioEnded}
|
||||
/>
|
||||
)}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
@@ -252,6 +288,7 @@ export default function Hallway() {
|
||||
emissive="#a8a1a1"
|
||||
emissiveIntensity={0.8}
|
||||
roughness={0.9}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
</group>
|
||||
@@ -262,12 +299,11 @@ export default function Hallway() {
|
||||
rotation={[-Math.PI / 2, 0, 0]}
|
||||
position={[0, 0, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
|
||||
>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH, 4, 10]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) floorMaterialsRef.current.push(el); }}
|
||||
map={floorTex}
|
||||
roughness={0.8}
|
||||
metalness={0.2}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
@@ -277,24 +313,22 @@ export default function Hallway() {
|
||||
rotation={[Math.PI / 2, 0, 0]}
|
||||
position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
|
||||
>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH, 4, 10]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) floorMaterialsRef.current.push(el); }}
|
||||
map={floorTex}
|
||||
roughness={0.8}
|
||||
metalness={0.2}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
{/* left wall */}
|
||||
<group name="left-wall-group">
|
||||
<mesh rotation={[0, Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT, 10, 4]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) wallMaterialsRef.current.push(el); }}
|
||||
map={wallTex}
|
||||
roughness={0.7}
|
||||
metalness={0.1}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
{!isRustActive && (
|
||||
@@ -308,12 +342,11 @@ export default function Hallway() {
|
||||
{/* right wall */}
|
||||
<group name="right-wall-group">
|
||||
<mesh rotation={[0, -Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT, 10, 4]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) wallMaterialsRef.current.push(el); }}
|
||||
map={wallTex}
|
||||
roughness={0.7}
|
||||
metalness={0.1}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
{!isRustActive && (
|
||||
@@ -335,6 +368,7 @@ export default function Hallway() {
|
||||
color="#a5aca8"
|
||||
roughness={0.0}
|
||||
metalness={0.4}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
))}
|
||||
@@ -354,6 +388,7 @@ export default function Hallway() {
|
||||
color="#a5aca8"
|
||||
roughness={0.0}
|
||||
metalness={0.4}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
);
|
||||
|
||||
@@ -54,10 +54,32 @@ export default function Player() {
|
||||
const confirmedSegment = useRef<number>(0);
|
||||
const hasTriggeredThisSegment = useRef<boolean>(false);
|
||||
|
||||
const footstepAudio = useRef<HTMLAudioElement[]>([]);
|
||||
const hasStepped = useRef<boolean>(false);
|
||||
|
||||
|
||||
|
||||
useEffect(() => {
|
||||
playerRoot.set(camera.position.x, FEAR_SETTINGS.PLAYER_HEIGHT, camera.position.z);
|
||||
footstepAudio.current = Array.from({ length: 6 }, (_, i) => {
|
||||
const audio = new Audio(`fear/snd/footstep${i + 1}.mp3`);
|
||||
audio.volume = 0.4;
|
||||
return audio;
|
||||
});
|
||||
}, []);
|
||||
|
||||
const playRandomFootstep = () => {
|
||||
if (footstepAudio.current.length === 0) return;
|
||||
|
||||
const randomIndex = Math.floor(Math.random() * footstepAudio.current.length);
|
||||
const audio = footstepAudio.current[randomIndex];
|
||||
|
||||
audio.currentTime = 0;
|
||||
audio.play().catch((err) => {
|
||||
console.warn("Footstep playback blocked by browser autocomplete/interaction rules.", err);
|
||||
});
|
||||
};
|
||||
|
||||
useFrame((state, delta) => {
|
||||
const dt = Math.min(delta, 0.1);
|
||||
|
||||
@@ -73,7 +95,7 @@ export default function Player() {
|
||||
if (moveForward !== 0) targetVelocity.addScaledVector(forward, moveForward);
|
||||
if (moveSide !== 0) targetVelocity.addScaledVector(side, moveSide);
|
||||
|
||||
if (targetVelocity.lengthSq() > 0)
|
||||
if (targetVelocity.lengthSq() > 0)
|
||||
targetVelocity.normalize().multiplyScalar(FEAR_SETTINGS.PLAYER_SPEED);
|
||||
|
||||
currentVelocity.lerp(targetVelocity, 10 * dt);
|
||||
@@ -86,15 +108,25 @@ export default function Player() {
|
||||
playerRoot.x = THREE.MathUtils.clamp(playerRoot.x, minX, maxX);
|
||||
|
||||
const isMoving = controls.Forward || controls.Backward || controls.Left || controls.Right;
|
||||
|
||||
|
||||
bobIntensity.current = THREE.MathUtils.lerp(bobIntensity.current, isMoving ? 1 : 0, 8 * dt);
|
||||
|
||||
if (isMoving)
|
||||
|
||||
if (isMoving)
|
||||
movementCounter.current += dt * 12;
|
||||
|
||||
const moveBobY = Math.sin(movementCounter.current) * 0.06 * bobIntensity.current;
|
||||
const sinWave = Math.sin(movementCounter.current);
|
||||
const moveBobY = sinWave * 0.06 * bobIntensity.current;
|
||||
const moveBobX = Math.cos(movementCounter.current / 2) * 0.04 * bobIntensity.current;
|
||||
|
||||
if (isMoving && sinWave < -0.9) {
|
||||
if (!hasStepped.current) {
|
||||
playRandomFootstep();
|
||||
hasStepped.current = true;
|
||||
}
|
||||
} else if (sinWave > 0) {
|
||||
hasStepped.current = false;
|
||||
}
|
||||
|
||||
const breatheTime = state.clock.elapsedTime * 1.8;
|
||||
const breatheBobY = Math.sin(breatheTime) * 0.03 * (1 - bobIntensity.current * 0.5);
|
||||
|
||||
@@ -103,7 +135,7 @@ export default function Player() {
|
||||
camera.position.addScaledVector(side, moveBobX);
|
||||
|
||||
if (flashlightRef.current) {
|
||||
flashlightRef.current.position.copy(camera.position);
|
||||
flashlightRef.current.position.lerp(camera.position, 7 * dt);
|
||||
camera.getWorldDirection(viewDirection);
|
||||
|
||||
targetDest
|
||||
@@ -113,13 +145,13 @@ export default function Player() {
|
||||
flashlightRef.current.target.position.lerp(targetDest, 12 * dt);
|
||||
flashlightRef.current.target.updateMatrixWorld();
|
||||
|
||||
flashlightRef.current.intensity =
|
||||
FEAR_SETTINGS.FLASHLIGHT_INTENSITY_BASE +
|
||||
flashlightRef.current.intensity =
|
||||
FEAR_SETTINGS.FLASHLIGHT_INTENSITY_BASE +
|
||||
Math.sin(state.clock.elapsedTime * 30) * 0.15 * Math.cos(state.clock.elapsedTime * 3);
|
||||
}
|
||||
|
||||
const length = FEAR_SETTINGS.HALLWAY_LENGTH;
|
||||
const absoluteZ = -playerRoot.z;
|
||||
const absoluteZ = -playerRoot.z;
|
||||
const rawSegmentIndex = Math.floor(absoluteZ / length);
|
||||
const progressZ = ((absoluteZ % length) + length) % length / length;
|
||||
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
export function ShaderPatch(shader: { vertexShader: string, fragmentShader: string, uniforms: Object }) {
|
||||
shader.vertexShader = `
|
||||
varying float vDepth;
|
||||
#ifdef USE_MAP
|
||||
varying vec2 vAffineUv;
|
||||
#endif
|
||||
${shader.vertexShader}
|
||||
`;
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace(
|
||||
`#include <project_vertex>`,
|
||||
`
|
||||
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
|
||||
float precisionModifier = 200.0;
|
||||
gl_Position.xy /= gl_Position.w;
|
||||
gl_Position.xy = floor(gl_Position.xy * precisionModifier) / precisionModifier;
|
||||
gl_Position.xy *= gl_Position.w;
|
||||
|
||||
vDepth = gl_Position.w;
|
||||
|
||||
#ifdef USE_MAP
|
||||
vAffineUv = vMapUv * gl_Position.w;
|
||||
#endif
|
||||
`
|
||||
);
|
||||
|
||||
shader.fragmentShader = `
|
||||
varying float vDepth;
|
||||
#ifdef USE_MAP
|
||||
varying vec2 vAffineUv;
|
||||
#endif
|
||||
${shader.fragmentShader}
|
||||
`;
|
||||
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
`#include <map_fragment>`,
|
||||
`
|
||||
#ifdef USE_MAP
|
||||
vec2 flatAffineUV = vAffineUv / max(vDepth, 0.001);
|
||||
|
||||
vec2 warpDiff = flatAffineUV - vMapUv;
|
||||
float warpDist = length(warpDiff);
|
||||
|
||||
float maxDistortion = 0.25;
|
||||
|
||||
float falloff = maxDistortion / (maxDistortion + warpDist);
|
||||
|
||||
vec2 finalUV = vMapUv + (warpDiff * falloff);
|
||||
|
||||
vec4 texelColor = texture2D( map, finalUV );
|
||||
diffuseColor *= texelColor;
|
||||
#endif
|
||||
`
|
||||
);
|
||||
}
|
||||
+17
-2
@@ -12,7 +12,11 @@ export const FEAR_SETTINGS = {
|
||||
|
||||
EVENT_NARROW_LOOP_COUNT: 2,
|
||||
EVENT_RUST_LOOP_COUNT: 4,
|
||||
EVENT_FINALE_LOOP_COUNT: 5
|
||||
EVENT_FINALE_LOOP_COUNT: 5,
|
||||
|
||||
EVENT_FINALE_DURATION: 1,
|
||||
|
||||
TEST_MODE: false
|
||||
};
|
||||
|
||||
const listeners = new Set<() => void>();
|
||||
@@ -23,6 +27,7 @@ export const fearState = {
|
||||
isRustActive: false,
|
||||
finaleTriggered: false,
|
||||
wasCaught: false,
|
||||
finaleProgression: 0,
|
||||
|
||||
subscribe(listener: () => void) {
|
||||
listeners.add(listener);
|
||||
@@ -39,8 +44,18 @@ export const fearState = {
|
||||
|
||||
if (Math.abs(this.currentWidth - newWidth) > 0.001) {
|
||||
this.currentWidth = newWidth;
|
||||
this.emit();
|
||||
}
|
||||
|
||||
if (this.wasCaught) {
|
||||
if (this.finaleProgression < FEAR_SETTINGS.EVENT_FINALE_DURATION) {
|
||||
|
||||
this.finaleProgression = Math.min(this.finaleProgression + delta, FEAR_SETTINGS.EVENT_FINALE_DURATION);
|
||||
} else {
|
||||
window.location.href = '/';
|
||||
}
|
||||
}
|
||||
|
||||
this.emit();
|
||||
},
|
||||
|
||||
registerLoop(direction: 'forward' | 'backward') {
|
||||
|
||||
+17
-11
@@ -68,10 +68,10 @@ function Scene() {
|
||||
grassDryColor: '#495a17',
|
||||
grassLushColor: '#255825',
|
||||
grassCount: { value: 8000, min: 1000, max: 30000, step: 500 },
|
||||
grassSize: { value: 0.65, min: 0.1, max: 2.0, step: 0.05 },
|
||||
grassSize: { value: 0.85, min: 0.1, max: 2.0, step: 0.05 },
|
||||
grassLOD: { value: 60, min: 10, max: 200, step: 5 },
|
||||
grassBlades: { value: 3, min: 1, max: 4, step: 1 },
|
||||
grassSegments: { value: 3, min: 1, max: 5, step: 1 },
|
||||
grassBlades: { value: 3, min: 1, max: 5, step: 1 },
|
||||
grassSegments: { value: 4, min: 1, max: 5, step: 1 },
|
||||
grassLODStart: { value: 0.15, min: 0.0, max: 0.9, step: 0.05 },
|
||||
grassLODExponent: { value: 1.8, min: 0.5, max: 3.0, step: 0.1 },
|
||||
})
|
||||
@@ -80,11 +80,17 @@ function Scene() {
|
||||
return (<>
|
||||
<Environment
|
||||
files={'niko/hdr/sky.hdr'}
|
||||
environmentIntensity={1}
|
||||
environmentIntensity={0.85}
|
||||
background
|
||||
/>
|
||||
|
||||
<fogExp2 attach='fog' args={[0x9a9a9a, 0.01]} />
|
||||
<fogExp2 attach='fog' args={[0xa3a5ba, 0.0125]} />
|
||||
|
||||
<ambientLight intensity={0.5} />
|
||||
<directionalLight
|
||||
position={[15, 25, 15]}
|
||||
intensity={1}
|
||||
/>
|
||||
|
||||
<Terrain
|
||||
chunks={chunks}
|
||||
@@ -123,9 +129,9 @@ function PostProcessing() {
|
||||
<Vignette />
|
||||
<Noise opacity={0.05} />
|
||||
<Bloom
|
||||
intensity={2}
|
||||
luminanceThreshold={0.5}
|
||||
luminanceSmoothing={0.1}
|
||||
intensity={0.8}
|
||||
luminanceThreshold={0.4}
|
||||
luminanceSmoothing={0.5}
|
||||
/>
|
||||
<SMAA />
|
||||
<HueSaturation saturation={0.3} />
|
||||
@@ -145,11 +151,11 @@ export default function Seal() {
|
||||
<Canvas
|
||||
shadows
|
||||
camera={{ position: [0, 5, 15], fov: 50, far: 100 }}
|
||||
gl={{ antialias: true }}
|
||||
gl={{ antialias: false, powerPreference: "high-performance" }}
|
||||
className='canvas'
|
||||
>
|
||||
<AmbientSound url="niko/snd/wind.mp3" volume={0.4}/>
|
||||
<AmbientSound url="niko/snd/birds.mp3" volume={0.1}/>
|
||||
<AmbientSound url="niko/snd/wind.mp3" volume={0.4} />
|
||||
<AmbientSound url="niko/snd/birds.mp3" volume={0.1} />
|
||||
|
||||
<Scene />
|
||||
<PostProcessing />
|
||||
|
||||
@@ -7,24 +7,24 @@ import grassVert from './shaders/grass.vert';
|
||||
import grassFrag from './shaders/grass.frag';
|
||||
|
||||
interface GrassProps {
|
||||
x: number;
|
||||
y: number;
|
||||
size: number;
|
||||
count: number;
|
||||
grassSize: number;
|
||||
scale: number;
|
||||
hillScale: number;
|
||||
hillHeight: number;
|
||||
detailScale: number;
|
||||
detailHeight: number;
|
||||
noise2D: (x: number, y: number) => number;
|
||||
grassLOD: number;
|
||||
dryColor: string;
|
||||
lushColor: string;
|
||||
grassBlades?: number;
|
||||
grassSegments?: number;
|
||||
grassLODStart?: number;
|
||||
grassLODExponent?: number;
|
||||
x: number;
|
||||
y: number;
|
||||
size: number;
|
||||
count: number;
|
||||
grassSize: number;
|
||||
scale: number;
|
||||
hillScale: number;
|
||||
hillHeight: number;
|
||||
detailScale: number;
|
||||
detailHeight: number;
|
||||
noise2D: (x: number, y: number) => number;
|
||||
grassLOD: number;
|
||||
dryColor: string;
|
||||
lushColor: string;
|
||||
grassBlades?: number;
|
||||
grassSegments?: number;
|
||||
grassLODStart?: number;
|
||||
grassLODExponent?: number;
|
||||
}
|
||||
|
||||
export default function Grass({
|
||||
@@ -173,24 +173,27 @@ export default function Grass({
|
||||
dummy.rotation.x = (Math.random() - 0.5) * 0.2;
|
||||
dummy.rotation.z = (Math.random() - 0.5) * 0.2;
|
||||
|
||||
const baseScale = grassSize + Math.random() * grassSize * 0.5;
|
||||
const heightMult = 0.5 + Math.random() * 1.0;
|
||||
dummy.scale.set(baseScale, baseScale * heightMult, baseScale);
|
||||
const noiseVal = noise2D(globalX * 0.02, globalZ * 0.02);
|
||||
const t = (noiseVal + 1) / 2;
|
||||
const randomInternal = (Math.random() - 0.5) * 0.2;
|
||||
const finalT = Math.max(0, Math.min(1, t + randomInternal));
|
||||
color.lerpColors(dryColorObj, lushColorObj, finalT);
|
||||
meshRef.current.setColorAt(instanceIndex, color);
|
||||
|
||||
const heightNoise = noise2D(globalX * 0.08, globalZ * 0.08);
|
||||
const macroHeight = (heightNoise + 1.0) * 0.5; // 0..1
|
||||
const microNoise = noise2D(globalX * 0.3, globalZ * 0.3);
|
||||
const microHeight = (microNoise + 1.0) * 0.25; // 0..0.5
|
||||
const perBladeRandom = Math.random() * 0.4;
|
||||
|
||||
const grassWidth = grassSize * (0.7 + Math.random() * 0.5);
|
||||
const grassHeight = grassSize * (0.4 + macroHeight * 0.8 + microHeight + perBladeRandom);
|
||||
|
||||
dummy.scale.set(grassWidth, grassHeight, grassWidth);
|
||||
|
||||
dummy.updateMatrix();
|
||||
meshRef.current.setMatrixAt(instanceIndex, dummy.matrix);
|
||||
|
||||
const noiseVal = noise2D(globalX * 0.02, globalZ * 0.02);
|
||||
|
||||
const t = (noiseVal + 1) / 2;
|
||||
|
||||
const randomInternal = (Math.random() - 0.5) * 0.2;
|
||||
const finalT = Math.max(0, Math.min(1, t + randomInternal));
|
||||
|
||||
color.lerpColors(dryColorObj, lushColorObj, finalT);
|
||||
|
||||
meshRef.current.setColorAt(instanceIndex, color);
|
||||
|
||||
instanceIndex++;
|
||||
}
|
||||
meshRef.current.count = instanceIndex;
|
||||
@@ -222,62 +225,61 @@ export default function Grass({
|
||||
shader.uniforms.uTime = { value: 0 };
|
||||
|
||||
shader.vertexShader = `
|
||||
uniform float uTime;
|
||||
varying vec2 vGrassUv;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
|
||||
}
|
||||
|
||||
float noise(vec2 p) {
|
||||
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);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
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}
|
||||
`;
|
||||
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);
|
||||
}
|
||||
|
||||
float noise(vec2 p) {
|
||||
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);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
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}
|
||||
`
|
||||
#include <begin_vertex>
|
||||
${grassVert}
|
||||
`
|
||||
);
|
||||
|
||||
shader.fragmentShader = `
|
||||
uniform float uTime;
|
||||
varying vec2 vGrassUv;
|
||||
${shader.fragmentShader}
|
||||
`;
|
||||
uniform float uTime;
|
||||
varying vec2 vGrassUv;
|
||||
varying vec3 vWorldPos;
|
||||
${shader.fragmentShader}
|
||||
`;
|
||||
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
'#include <color_fragment>',
|
||||
`
|
||||
#include <color_fragment>
|
||||
${grassFrag}
|
||||
`
|
||||
#include <color_fragment>
|
||||
${grassFrag}
|
||||
`
|
||||
);
|
||||
|
||||
if (materialRef.current) {
|
||||
|
||||
@@ -12,13 +12,19 @@ const SealCube = forwardRef<Mesh>((props, ref) => {
|
||||
if (meshRef.current) {
|
||||
meshRef.current.rotation.x += delta * 0.5;
|
||||
meshRef.current.rotation.y += delta * 0.5;
|
||||
meshRef.current.position.y = 3 + Math.sin(state.clock.getElapsedTime() * 1) * 0.15;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<mesh ref={meshRef} position={[0, 3, 0]} castShadow receiveShadow>
|
||||
<boxGeometry args={[0.85, 0.85, 0.85]} />
|
||||
<meshBasicMaterial map={texture} depthWrite={true} />
|
||||
<meshStandardMaterial
|
||||
map={texture}
|
||||
roughness={0.4}
|
||||
metalness={0.1}
|
||||
envMapIntensity={1.2}
|
||||
/>
|
||||
</mesh>
|
||||
);
|
||||
});
|
||||
|
||||
@@ -1,13 +1,31 @@
|
||||
float ao = smoothstep(0.0, 0.7, vGrassUv.y);
|
||||
ao = mix(0.05, 1.0, ao);
|
||||
ao = mix(0.05, 1.0, pow(ao, 1.6));
|
||||
|
||||
vec3 rootColor = diffuseColor.rgb * 0.4;
|
||||
vec3 tipColor = diffuseColor.rgb * 1.5;
|
||||
vec3 rootColor = diffuseColor.rgb * 0.15;
|
||||
vec3 midColor = diffuseColor.rgb;
|
||||
vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.06, 0.08, 0.0);
|
||||
|
||||
vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
|
||||
grassColor *= ao;
|
||||
float heightParam = vGrassUv.y;
|
||||
vec3 grassColor;
|
||||
if (heightParam < 0.4) {
|
||||
float t = smoothstep(0.0, 0.4, heightParam);
|
||||
grassColor = mix(rootColor, midColor, t);
|
||||
} else {
|
||||
float t = smoothstep(0.4, 1.0, heightParam);
|
||||
grassColor = mix(midColor, tipColor, t);
|
||||
}
|
||||
|
||||
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 VdotL = max(0.0, dot(viewDir, -lightDir));
|
||||
float sss = pow(VdotL, 3.0) * smoothstep(0.2, 0.9, vGrassUv.y);
|
||||
|
||||
vec3 sssColor = diffuseColor.rgb * vec3(0.6, 1.0, 0.15) * 1.8;
|
||||
grassColor += sssColor * sss * 2.0;
|
||||
|
||||
float NdotV = 1.0 - max(0.0, dot(normalize(vNormal), viewDir));
|
||||
float rim = pow(NdotV, 3.0) * smoothstep(0.3, 1.0, vGrassUv.y) * 0.15;
|
||||
grassColor += vec3(0.3, 0.5, 0.1) * rim;
|
||||
|
||||
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;
|
||||
@@ -20,19 +21,32 @@ float spring = sin(uTime * 2.0 + phase) * 0.06 + sin(uTime * 4.5 + phase * 1.5)
|
||||
float angleNoise = fbm(windSamplePos * 2.0 + uTime * 0.1) - 0.5;
|
||||
vec2 windDir = normalize(mainWindDir + vec2(-mainWindDir.y, mainWindDir.x) * angleNoise * 0.4);
|
||||
|
||||
float taperFactor = pow(uv.y, 4.0);
|
||||
float taper = 1.0 - taperFactor * 0.6;
|
||||
// taper (fade)
|
||||
float taperFactor = uv.y * uv.y * uv.y;
|
||||
float taper = 1.0 - taperFactor * 0.85;
|
||||
transformed.x *= taper;
|
||||
transformed.z *= taper;
|
||||
|
||||
// curve
|
||||
float curveVal = fbm(vec2(gx, gz) * 0.5);
|
||||
float curveStrength = 2.0 + curveVal * 2.0;
|
||||
float curveStrength = 1.5 + curveVal * 2.5;
|
||||
float curveAmount = uv.y * uv.y * curveStrength;
|
||||
vec2 curveDir = normalize(vec2(curveVal, fbm(vec2(gz, gx))) - 0.5);
|
||||
transformed.x += curveAmount * curveDir.x * 0.5;
|
||||
transformed.z += curveAmount * curveDir.y * 0.5;
|
||||
transformed.x += curveAmount * curveDir.x * 0.4;
|
||||
transformed.z += curveAmount * curveDir.y * 0.4;
|
||||
|
||||
// sway
|
||||
float swayAmount = (totalWind + spring) * uv.y * uv.y;
|
||||
transformed.x += swayAmount * windDir.x;
|
||||
transformed.z += swayAmount * windDir.y;
|
||||
transformed.y -= abs(swayAmount) * 0.2;
|
||||
transformed.y -= abs(swayAmount) * 0.2;
|
||||
|
||||
// normal comp
|
||||
vec2 totalBend = curveDir * curveAmount * 0.4 + windDir * swayAmount;
|
||||
float bendMag = length(totalBend);
|
||||
vec3 bentNormal = normalize(vec3(-totalBend.x * 0.5, 1.0, -totalBend.y * 0.5));
|
||||
|
||||
// normal mix
|
||||
objectNormal = normalize(mix(vec3(0.0, 1.0, 0.0), bentNormal, uv.y));
|
||||
|
||||
vWorldPos = (modelMatrix * instanceMatrix * vec4(transformed, 1.0)).xyz;
|
||||
Reference in New Issue
Block a user