#import "Common/ShaderLib/GLSLCompat.glsllib" uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform float g_Time; uniform float m_WindStrength; uniform float m_WindSpeed; in vec3 inPosition; in vec3 inNormal; in vec2 inTexCoord; in vec4 inColor; // R = Wind-Gewicht (0 = Wurzel, 1 = Spitze) out vec2 texCoord; out vec3 worldNormal; void main() { 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; vec3 animPos = inPosition + vec3(swayX, 0.0, swayZ); gl_Position = g_WorldViewProjectionMatrix * vec4(animPos, 1.0); texCoord = inTexCoord; worldNormal = normalize((g_WorldMatrix * vec4(inNormal, 0.0)).xyz); }