- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days and above the snowline), lightning, synthesised rain/wind/thunder sound - Rain/snow particles stopped by roofs; wet ground, settled snow and wind via global shader uniforms - Snap-together wood floor, wall, door, roof and gable with structural support, collapse and X to dismantle - Shelter detection: dry under a roof, warmer and Rested inside with a fire; rain burns an uncovered campfire faster - Bed sets the spawn point and lets you sleep through the night - Trees, boulders and ground pickups regrow; timers saved - Grass cleared under floors; shorter HUD hint - New test_weather_building suite (62 checks) and tests/run_all.sh, which also fails on script errors
40 lines
1.5 KiB
Plaintext
40 lines
1.5 KiB
Plaintext
shader_type spatial;
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render_mode cull_back, diffuse_burley;
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// Tree canopies and bushes. Colour comes from per-face vertex colours (set by
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// proc_mesh.gd), tinted per instance so no two trees are quite the same.
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// Wind: slow whole-crown sway growing with height, plus a small leaf flutter.
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#include "res://shaders/common.gdshaderinc"
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uniform float wind_strength = 0.04;
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uniform float flutter = 0.03;
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varying vec3 inst_pos;
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void vertex() {
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inst_pos = MODEL_MATRIX[3].xyz;
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float h = max(VERTEX.y - 1.2, 0.0);
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float phase = dot(inst_pos.xz, vec2(0.13, 0.17));
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float gust = nz(inst_pos.xz * 0.012 + vec2(TIME * 0.02, TIME * 0.013));
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vec3 sway = vec3(sin(TIME * 0.9 + phase), 0.0, cos(TIME * 0.7 + phase * 1.3) * 0.6);
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float wk = min(weather_wind, 2.2); // storms bend crowns, but not into the ground
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sway *= wind_strength * wk * h * (0.4 + gust);
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sway += vec3(sin(TIME * 3.7 * (0.7 + 0.3 * wk) + dot(VERTEX, vec3(3.1, 1.7, 2.3)) + phase)) * flutter * wk * clamp(VERTEX.y, 0.0, 1.0);
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VERTEX += (inverse(MODEL_MATRIX) * vec4(sway, 0.0)).xyz;
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}
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void fragment() {
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float v = nz(inst_pos.xz * 0.045);
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vec3 tint = mix(vec3(0.88, 1.0, 0.85), vec3(1.12, 1.04, 0.78), v);
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vec3 col = to_linear(COLOR.rgb) * tint;
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// Snow on the upper faces of the crowns.
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float up = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).y;
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col = mix(col, vec3(0.86, 0.89, 0.93), snow_mask(up, v) * 0.9);
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col = wet_albedo(col, weather_wet * 0.5);
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ALBEDO = col;
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ROUGHNESS = 0.85;
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SPECULAR = 0.3;
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BACKLIGHT = col * 0.5; // light glowing through leaves when backlit
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}
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