Bugfixes, weitere Vegetationsgeneratoren hinzugefügt
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@@ -25,14 +25,20 @@ void main() {
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vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
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vec2 perpN = vec2(-windN.y, windN.x);
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float wavePhase = dot(worldXZ, windN);
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float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
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// 1m-Raster für den Phase-Hash: benachbarte Vertices (Ast + Blatt-Basis) landen im
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// gleichen Rasterfeld → identische randPhase → Blatt-Basis schwebt nicht mehr
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vec2 hashPos = floor(worldXZ);
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float randPhase = fract(sin(dot(hashPos, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
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float mainSway = sin(t + wavePhase * 0.08 + randPhase) * windW * m_WindStrength;
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float crossSway = cos(t * 0.73 + wavePhase * 0.06 + randPhase) * windW * m_WindStrength * 0.25;
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// Y-Kompression: Äste neigen sich statt zu strecken → verhindert Breiterwerden der Spitzen
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float sway2 = mainSway * mainSway + crossSway * crossSway;
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vec3 animPos = inPosition + vec3(
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windN.x * mainSway + perpN.x * crossSway,
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0.0,
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-sway2 * 0.5,
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windN.y * mainSway + perpN.y * crossSway
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);
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@@ -1,5 +1,12 @@
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uniform sampler2D m_TexFlat;
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uniform sampler2D m_TexSteep;
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#ifdef HAS_SPLAT
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uniform sampler2D m_SplatMap;
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uniform sampler2D m_TexFlat2;
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uniform sampler2D m_TexFlat3;
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uniform sampler2D m_TexFlat4;
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#endif
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uniform float m_TexScale;
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#ifdef HAS_NM_FLAT
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@@ -57,7 +64,22 @@ void main() {
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// Flat: reines XZ-UV wie das Terrain (uvY = worldPos.xz / texScale), kein Triplanar.
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// Steep: Triplanar für alle nicht-flachen Flächen inkl. Decken und Tunnelwände.
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vec4 col = texture(m_TexFlat, uvY) * flatBlend
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#ifdef HAS_SPLAT
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// Splatmap-UV: worldPos.xz linear auf [0,1] (kein Flip nötig – Konvention im Editor: pz=0 → worldZ=-2048)
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vec2 splatUV = (vWorldPos.xz + 2048.0) / 4096.0;
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vec4 splat = texture(m_SplatMap, splatUV);
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float w2 = splat.g;
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float w3 = splat.b;
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float w4 = splat.a;
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float w1 = max(0.0, 1.0 - w2 - w3 - w4);
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vec4 flatCol = texture(m_TexFlat, uvY) * w1
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+ texture(m_TexFlat2, uvY) * w2
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+ texture(m_TexFlat3, uvY) * w3
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+ texture(m_TexFlat4, uvY) * w4;
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#else
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vec4 flatCol = texture(m_TexFlat, uvY);
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#endif
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vec4 col = flatCol * flatBlend
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+ triplanar(m_TexSteep, uvX, uvY, uvZ, bw) * steepBlend;
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// Geometrie-Normale für Beleuchtung, ggf. durch Normal-Map ersetzt.
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