- 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
83 lines
3.4 KiB
Plaintext
83 lines
3.4 KiB
Plaintext
shader_type spatial;
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render_mode cull_back, diffuse_burley, specular_schlick_ggx;
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// Procedural terrain material: no textures to author. Colour comes from world
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// position + slope + height, layered at several noise scales so the ground
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// doesn't look like one flat colour from any distance.
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#include "res://shaders/common.gdshaderinc"
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uniform sampler2D normal_tex : hint_normal, filter_linear_mipmap, repeat_enable;
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uniform vec3 grass_lush : source_color = vec3(0.25, 0.40, 0.15);
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uniform vec3 grass_dry : source_color = vec3(0.48, 0.50, 0.22);
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uniform vec3 dirt_col : source_color = vec3(0.34, 0.26, 0.17);
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uniform vec3 rock_light : source_color = vec3(0.50, 0.48, 0.45);
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uniform vec3 rock_dark : source_color = vec3(0.26, 0.26, 0.27);
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uniform vec3 sand_col : source_color = vec3(0.62, 0.56, 0.42);
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uniform vec3 snow_col : source_color = vec3(0.93, 0.95, 0.98);
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uniform float water_level = -2.6;
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uniform float snow_height = 40.0;
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varying vec3 w_pos;
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varying vec3 w_nrm;
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void vertex() {
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w_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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w_nrm = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
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// The terrain mesh has no authored tangents; build a frame for the detail
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// normal map. (Terrain normals are never parallel to Z, so this is safe.)
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TANGENT = normalize(cross(NORMAL, vec3(0.0, 0.0, 1.0)));
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BINORMAL = normalize(cross(TANGENT, NORMAL));
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}
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void fragment() {
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float slope = 1.0 - clamp(w_nrm.y, 0.0, 1.0);
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float macro = nz(w_pos.xz * 0.0035);
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float mid = nz(w_pos.xz * 0.021 + 0.37);
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float fine = nz(w_pos.xz * 0.17);
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float micro = nz(w_pos.xz * 0.9);
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// Grass: lush/dry regions, then mottling at two finer scales.
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vec3 col = mix(grass_lush, grass_dry, smoothstep(0.48, 0.78, macro + (mid - 0.5) * 0.35));
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col *= 0.82 + 0.36 * fine;
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col *= 0.92 + 0.16 * micro;
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// Bare dirt patches.
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float dirt_m = smoothstep(0.64, 0.74, mid + (fine - 0.5) * 0.35);
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col = mix(col, dirt_col * (0.8 + 0.4 * micro), dirt_m);
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// Sandy shoreline, darker mud below the waterline.
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float sand_m = 1.0 - smoothstep(water_level + 0.3, water_level + 1.2 + fine * 0.6, w_pos.y);
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col = mix(col, sand_col * (0.85 + 0.3 * micro), sand_m);
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col = mix(col, dirt_col * 0.6, 1.0 - smoothstep(water_level - 1.8, water_level - 0.2, w_pos.y));
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// Rock on steep ground, with horizontal strata so cliffs read as layered stone.
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float tn = tri_nz(w_pos, w_nrm, 0.08);
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float tn2 = tri_nz(w_pos, w_nrm, 0.45);
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float strata = sin(w_pos.y * 2.2 + tn * 9.0) * 0.5 + 0.5;
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vec3 rock = mix(rock_dark, rock_light, clamp(tn * 0.9 + strata * 0.35 - 0.1, 0.0, 1.0));
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rock *= 0.82 + 0.36 * tn2;
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float rock_m = smoothstep(0.28, 0.42, slope + (fine - 0.5) * 0.18);
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col = mix(col, rock, rock_m);
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// Snow on the flatter parts of the peaks.
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float snow_m = smoothstep(snow_height - 3.0, snow_height + 3.0, w_pos.y + (mid - 0.5) * 14.0);
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snow_m *= 1.0 - smoothstep(0.5, 0.7, slope);
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col = mix(col, snow_col * (0.92 + 0.08 * fine), snow_m);
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// Weather: fresh snow settles on flat ground above the waterline; rain
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// darkens and glosses everything else.
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float wsnow = snow_mask(w_nrm.y, fine * 0.6 + mid * 0.4) * step(water_level + 0.1, w_pos.y);
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col = mix(col, snow_col * (0.9 + 0.1 * fine), wsnow);
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snow_m = max(snow_m, wsnow);
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float wet = weather_wet * (1.0 - snow_m);
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col = wet_albedo(col, wet);
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ALBEDO = col;
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ROUGHNESS = mix(mix(mix(0.95, 0.82, rock_m), 0.6, snow_m), 0.4, wet * 0.8);
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SPECULAR = 0.3;
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NORMAL_MAP = texture(normal_tex, w_pos.xz * 0.35).rgb;
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NORMAL_MAP_DEPTH = mix(0.5, 1.4, rock_m) * (1.0 - snow_m * 0.7);
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}
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