Weiter an den Dialogen gearbeitet

This commit is contained in:
2026-07-09 21:31:37 +02:00
parent 8bcee4491e
commit f109241e1f
50 changed files with 2413 additions and 413 deletions

View File

@@ -5,6 +5,7 @@ uniform mat4 g_WorldMatrix;
uniform float g_Time;
uniform float m_WindStrength;
uniform float m_WindSpeed;
uniform vec2 m_WindDir;
in vec3 inPosition;
in vec3 inNormal;
@@ -21,10 +22,21 @@ void main() {
float windW = inColor.r;
float t = g_Time * m_WindSpeed;
vec4 wp = g_WorldMatrix * vec4(inPosition, 1.0);
float phase = wp.x * 0.08 + wp.z * 0.06;
float swayX = sin(t + phase) * windW * m_WindStrength;
float swayZ = cos(t*0.73 + phase) * windW * m_WindStrength * 0.55;
vec3 anim = inPosition + vec3(swayX, 0.0, swayZ);
vec2 worldXZ = wp.xz;
vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
vec2 perpN = vec2(-windN.y, windN.x);
float wavePhase = dot(worldXZ, windN);
float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
float mainSway = sin(t + wavePhase * 0.08 + randPhase) * windW * m_WindStrength;
float crossSway = cos(t * 0.73 + wavePhase * 0.06 + randPhase) * windW * m_WindStrength * 0.25;
vec3 anim = inPosition + vec3(
windN.x * mainSway + perpN.x * crossSway,
0.0,
windN.y * mainSway + perpN.y * crossSway
);
gl_Position = g_WorldViewProjectionMatrix * vec4(anim, 1.0);
texCoord = inTexCoord;

View File

@@ -0,0 +1,19 @@
uniform sampler2D m_ColorMap;
uniform vec4 g_AmbientLightColor;
uniform vec3 m_SunDir;
uniform vec4 m_SunColor;
in vec2 varUV;
out vec4 outFragColor;
void main() {
vec4 c = texture(m_ColorMap, varUV);
if (c.a < 0.15) discard;
// Wrapped diffuse kein Normalvektor nötig für Billboard-Quads
float light = 0.5 + 0.5 * max(dot(m_SunDir, vec3(0.0, 1.0, 0.0)), 0.0);
vec3 ambient = g_AmbientLightColor.rgb * c.rgb;
vec3 diffuse = m_SunColor.rgb * c.rgb * light;
outFragColor = vec4(min(ambient + diffuse, c.rgb * 1.5), c.a);
}

View File

@@ -0,0 +1,34 @@
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
uniform float g_Time;
uniform float m_WindSpeed;
uniform float m_WindStrength;
uniform vec2 m_WindDir;
in vec3 inPosition;
in vec2 inTexCoord; // echte UV-Koordinaten der Samen-Textur
out vec2 varUV;
void main() {
vec4 pos = vec4(inPosition, 1.0);
vec2 worldXZ = (g_WorldMatrix * pos).xz;
float t = g_Time * m_WindSpeed;
vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
float wavePhase = dot(worldXZ, windN);
float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
float sway = sin(t * 2.1 + wavePhase * 0.10 + randPhase) * 0.6
+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 0.4;
// Samen sitzen immer an der Spitze → voller Windfaktor (wf = 1.0)
float bend = sway * m_WindStrength;
pos.x += windN.x * bend;
pos.z += windN.y * bend;
varUV = inTexCoord;
gl_Position = g_WorldViewProjectionMatrix * pos;
}

View File

@@ -4,6 +4,7 @@ uniform float g_Time;
uniform float m_WindSpeed;
uniform float m_WindStrength;
uniform vec2 m_WindDir; // normierter XZ-Windvektor
in vec3 inPosition;
in vec3 inNormal;
@@ -18,22 +19,28 @@ void main() {
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;
// Windrichtung (Fallback: Süd)
vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
// Wellenfront: Position entlang der Windachse → Halme in Windrichtung erreicht der Impuls später
float wavePhase = dot(worldXZ, windN);
// Zufälliger Phasenversatz pro Halm (Spatial-Hash → kein synchrones Schwingen)
float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
float sway = sin(t * 2.1 + wavePhase * 0.10 + randPhase) * 0.6
+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 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;
pos.x += windN.x * bend;
pos.z += windN.y * bend;
}
varColor = inColor;
// Normal in Weltkoordinaten (WorldMatrix ist für Gras typischerweise Identität)
varNormal = normalize(mat3(g_WorldMatrix) * inNormal);
gl_Position = g_WorldViewProjectionMatrix * pos;
}

View File

@@ -1,11 +1,11 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
uniform float g_Time;
uniform float m_WindStrength;
uniform float m_WindSpeed;
uniform vec2 m_WindDir;
in vec3 inPosition;
in vec3 inNormal;
@@ -16,18 +16,27 @@ out vec2 texCoord;
out vec3 worldNormal;
void main() {
float windW = inColor.r;
float t = g_Time * m_WindSpeed;
float windW = inColor.r;
float t = g_Time * m_WindSpeed;
// Welt-Position für orts-abhängige Phase (verhindert synchrones Schwingen)
vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
float phase = worldPos.x * 0.08 + worldPos.z * 0.06;
float swayX = sin(t + phase) * windW * m_WindStrength;
float swayZ = cos(t * 0.73 + phase) * windW * m_WindStrength * 0.55;
vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
vec2 worldXZ = worldPos.xz;
vec3 animPos = inPosition + vec3(swayX, 0.0, swayZ);
vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
vec2 perpN = vec2(-windN.y, windN.x);
float wavePhase = dot(worldXZ, windN);
float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
gl_Position = g_WorldViewProjectionMatrix * vec4(animPos, 1.0);
texCoord = inTexCoord;
worldNormal = normalize((g_WorldMatrix * vec4(inNormal, 0.0)).xyz);
}
float mainSway = sin(t + wavePhase * 0.08 + randPhase) * windW * m_WindStrength;
float crossSway = cos(t * 0.73 + wavePhase * 0.06 + randPhase) * windW * m_WindStrength * 0.25;
vec3 animPos = inPosition + vec3(
windN.x * mainSway + perpN.x * crossSway,
0.0,
windN.y * mainSway + perpN.y * crossSway
);
gl_Position = g_WorldViewProjectionMatrix * vec4(animPos, 1.0);
texCoord = inTexCoord;
worldNormal = normalize((g_WorldMatrix * vec4(inNormal, 0.0)).xyz);
}