qtdoc/examples/demos/xr_physicsbase_teleportation/media/shaders/grass.vert

107 lines
2.7 KiB
GLSL

// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
VARYING vec2 texcoord;
VARYING vec4 vcolor;
VARYING vec3 vViewVec;
float random(vec2 uv, float seed) {
return fract(sin(dot(uv.xy, vec2(12.9898 + seed, 78.233 + seed))) * 43758.5453 + seed);
}
mat3 rotateX(float angle) {
float c = cos(angle);
float s = sin(angle);
return mat3(
1.0, 0.0, 0.0,
0.0, c, -s,
0.0, s, c
);
}
mat3 rotateY(float angle) {
float c = cos(angle);
float s = sin(angle);
return mat3(
c, 0.0, s,
0.0, 1.0, 0.0,
-s, 0.0, c
);
}
mat3 rotateZ(float angle) {
float c = cos(angle);
float s = sin(angle);
return mat3(
c, -s, 0.0,
s, c, 0.0,
0.0, 0.0, 1.0
);
}
void MAIN()
{
texcoord = UV0;
vec3 pos = VERTEX;
vcolor = COLOR;
float tur = texture(turbulence, vcolor.zw + fract(time * windDir)).x;
float noise = texture(perlin, vcolor.zw).x;
pos.xz -= vcolor.xy;
float randx = random(vcolor.zw, 0);
float randy = random(vcolor.zw, 3.3545);
float mid = mix(0.9, 0.3, randx);
float ramp = 1.0 - max(smoothstep(mid, 1.02, texcoord.y),
smoothstep(mid, -0.3, texcoord.y));
pos.y *= noise;
pos.xz *= ramp;
pos.xz *= mix(0.3, 1.0, randx);
vec2 displace = vec2(randx * 2.0 - 1.0, randy * 2.0 - 1.0);
vec2 windDirStrength = windstrength * 0.4 * windDir;
vec2 windDirStrengthNoise = windDirStrength * tur;
vec2 wind = displace * 0.3 + windDirStrength;
mat3 rotX = rotateX(texcoord.y * windDirStrengthNoise.x +
windDirStrengthNoise.x +
texcoord.y * wind.x +
windDirStrength.x);
mat3 rotZ = rotateZ(texcoord.y * windDirStrengthNoise.y +
windDirStrengthNoise.y +
texcoord.y * wind.y +
windDirStrength.y);
vec3 PrePos = pos;
PrePos.xz += displace * 1.0;
PrePos.xz += vcolor.xy;
PrePos = (MODEL_MATRIX * vec4(PrePos, 1.0)).xyz;
vec3 direction = normalize(CAMERA_POSITION - vec3(PrePos.x, 0.0, PrePos.z));
mat3 rotY = rotateY(-atan(direction.x, direction.z));
mat3 rotationMatrix = rotZ * rotX * rotY;
vec3 centerPos = rotationMatrix * vec3(0.0, pos.y + 1.0, 0.0);
pos = rotationMatrix * pos;
vec3 tangent = normalize(centerPos);
vec3 binormal = cross(tangent, vec3(0., 1.0, 0.));
vec3 normal = cross(binormal, tangent);
pos.xz += displace * 1.0;
pos.xz += vcolor.xy;
TANGENT = tangent;
BINORMAL = binormal;
NORMAL = normal;
VERTEX = pos;
vViewVec = CAMERA_POSITION - (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
COLOR = vec4(1);
}