Files
Cinderwild/shaders/rock.gdshader
Paul Bailey fed96ef118 M1c: weather, snap building, shelter, beds and regrowth
- 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
2026-11-04 10:16:41 +00:00

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shader_type spatial;
render_mode cull_back, diffuse_burley;
// Faceted low-poly rocks: triplanar grain, per-rock tint, moss on upward faces
// (on some rocks more than others), snow on top at altitude.
#include "res://shaders/common.gdshaderinc"
uniform vec3 moss_col : source_color = vec3(0.27, 0.38, 0.15);
uniform vec3 snow_col : source_color = vec3(0.93, 0.95, 0.98);
uniform float snow_height = 40.0;
varying vec3 w_pos;
varying vec3 w_nrm;
varying vec3 inst_pos;
void vertex() {
w_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
w_nrm = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
inst_pos = MODEL_MATRIX[3].xyz;
}
void fragment() {
float a = tri_nz(w_pos, w_nrm, 0.3);
float b = tri_nz(w_pos, w_nrm, 1.4);
vec3 base = to_linear(COLOR.rgb) * (0.7 + 0.6 * a) * (0.88 + 0.24 * b);
base *= mix(vec3(1.04, 1.0, 0.94), vec3(0.94, 0.97, 1.03), nz(inst_pos.xz * 0.07));
float mossy = smoothstep(0.3, 0.7, nz(inst_pos.xz * 0.021 + 0.5));
float moss = smoothstep(0.45, 0.8, w_nrm.y + (a - 0.5) * 0.7) * mossy;
vec3 col = mix(base, moss_col * (0.75 + 0.5 * b), moss);
float snow = smoothstep(snow_height - 3.0, snow_height + 3.0, w_pos.y + (a - 0.5) * 10.0);
snow *= smoothstep(0.35, 0.7, w_nrm.y);
col = mix(col, snow_col, snow);
float wsnow = snow_mask(w_nrm.y, a);
col = mix(col, snow_col, wsnow);
snow = max(snow, wsnow);
float wet = weather_wet * (1.0 - snow);
col = wet_albedo(col, wet);
ALBEDO = col;
ROUGHNESS = mix(mix(mix(0.8, 0.95, moss), 0.6, snow), 0.3, wet * 0.8);
SPECULAR = 0.35;
}