some small grass and shader test

This commit is contained in:
2026-01-08 14:55:29 +01:00
commit 26a3eadbc3
31 changed files with 11457 additions and 0 deletions

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# Godot 4+ specific ignores
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grass/grass.gdshader Normal file
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shader_type spatial;
render_mode cull_disabled;
uniform vec3 color: source_color;
uniform vec3 shade: source_color;
uniform sampler2D noise: source_color;
uniform float noiseScale = 1.0;
uniform float windSpeedScale = 1.0;
uniform float windVertexOffsetScale = 1.0;
varying vec3 worldPos;
varying vec3 instance_origin;
void vertex() {
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
instance_origin = MODELVIEW_MATRIX[3].xyz;
vec2 timeOffset = vec2(TIME/windSpeedScale);
float noiseLevel = texture(noise, timeOffset + worldPos.xz/noiseScale).r;
float vertexWindOffset = noiseLevel * worldPos.y * windVertexOffsetScale;
VERTEX += vec3(1.0, 0.0, 1.0)*vertexWindOffset;
// billboarding
// MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]);
}
void fragment() {
vec2 timeOffset = vec2(TIME/windSpeedScale);
float noiseLevel = texture(noise, timeOffset + worldPos.xz/noiseScale).r;
NORMAL = (VIEW_MATRIX * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
ALBEDO = mix(color, shade, UV.y) * mix(color, shade, noiseLevel);
LIGHT_VERTEX = instance_origin;
}
void light() {
float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
float halfLambert = pow(lambert*0.5 + 0.5, 5);
DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
}

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test.gdshader Normal file
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shader_type spatial;
//render_mode vertex_lighting;
uniform sampler2D textureMap : source_color;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
ALBEDO = texture(textureMap, UV).rgb;
//LIGHT_VERTEX = vec3(0.0);
}
void light() {
float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
float halfLambert = pow(lambert*0.5 + 0.5, 5);
DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
}

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