Commit vor großem Terrain refactoring

This commit is contained in:
2026-06-08 08:42:45 +02:00
parent 7faed35287
commit 1297869dfa
119 changed files with 9784 additions and 1614 deletions

View File

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uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
uniform float g_Time;
uniform float m_WindSpeed;
uniform float m_WindStrength;
in vec3 inPosition;
in vec3 inNormal;
in vec4 inColor;
in vec2 inTexCoord; // .x = windFactor (0 = Wurzel, 1 = Spitze)
out vec4 varColor;
out vec3 varNormal;
void main() {
vec4 pos = vec4(inPosition, 1.0);
float wf = inTexCoord.x;
if (wf > 0.001) {
// Weltposition als Phasenbasis → jeder Halm schwingt anders
vec2 worldXZ = (g_WorldMatrix * pos).xz;
float t = g_Time * m_WindSpeed;
float sway = sin(t * 2.1 + worldXZ.x * 0.08 + worldXZ.y * 0.06) * 0.6
+ sin(t * 1.4 - worldXZ.x * 0.05 + worldXZ.y * 0.09) * 0.4;
// Quadratische Gewichtung: Spitze biegt sich mehr als Basis
float bend = sway * m_WindStrength * wf * wf;
pos.x += bend;
pos.z += bend * 0.3;
}
varColor = inColor;
// Normal in Weltkoordinaten (WorldMatrix ist für Gras typischerweise Identität)
varNormal = normalize(mat3(g_WorldMatrix) * inNormal);
gl_Position = g_WorldViewProjectionMatrix * pos;
}