netmasked/shaders/grass_shader.gdshader

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shader_type canvas_item;
uniform float wind_speed = 1.0;
uniform float wind_strength = 10.0;
uniform sampler2D noise_tex : repeat_enable;
uniform vec2 frame_size = vec2(16.0, 32.0);
uniform vec2 sheet_size = vec2(64.0, 32.0);
uniform vec4 modulate : source_color = vec4(1.);
void vertex() {
float rnd_offset = INSTANCE_CUSTOM.r;
float tex_idx = INSTANCE_CUSTOM.g;
float state = INSTANCE_CUSTOM.b;
if (state < 0.5) {
vec2 world_pos = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
float noise = texture(noise_tex, world_pos * 0.005 + vec2(TIME * wind_speed * 0.1)).r;
if (VERTEX.y < 0.0) {
VERTEX.x += sin(TIME * wind_speed) * (wind_strength * noise) + rnd_offset;
}
}
if (state > 0.5) {
VERTEX.y *= 0.2;
VERTEX.y += 5.0;
}
float columns = sheet_size.x / frame_size.x;
float col_idx = mod(tex_idx, columns);
UV.x = (UV.x / columns) + (col_idx / columns);
}
void fragment() {
vec2 uv = vec2(UV.x, 1. - UV.y);
vec4 col = texture(TEXTURE, uv);
COLOR = col * modulate;
}