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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- //
- // A tip of the hat....
- //
- // The following wind effects were derived from the GPU Gems
- // 3 chapter "Vegetation Procedural Animation and Shading in Crysis"
- // by Tiago Sousa of Crytek.
- //
- vec4 smoothCurve( vec4 x )
- {
- return x * x * ( 3.0 - 2.0 * x );
- }
- vec4 triangleWave( vec4 x )
- {
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
- }
- vec4 smoothTriangleWave( vec4 x )
- {
- return smoothCurve( triangleWave( x ) );
- }
- vec3 windTrunkBending( vec3 vPos, vec2 vWind, float fBendFactor )
- {
- // Smooth the bending factor and increase
- // the near by height limit.
- fBendFactor += 1.0;
- fBendFactor *= fBendFactor;
- fBendFactor = fBendFactor * fBendFactor - fBendFactor;
- // Displace the vert.
- vec3 vNewPos = vPos;
- vNewPos.xy += vWind * fBendFactor;
- // Limit the length which makes the bend more
- // spherical and prevents stretching.
- float fLength = length( vPos );
- vPos = normalize( vNewPos ) * fLength;
- return vPos;
- }
- vec3 windBranchBending( vec3 vPos,
- vec3 vNormal,
- float fTime,
- float fWindSpeed,
- float fBranchPhase,
- float fBranchAmp,
- float fBranchAtten,
- float fDetailPhase,
- float fDetailAmp,
- float fDetailFreq,
- float fEdgeAtten )
- {
- float fVertPhase = dot( vPos, vec3( fDetailPhase + fBranchPhase ) );
- vec2 vWavesIn = fTime + vec2( fVertPhase, fBranchPhase );
- vec4 vWaves = ( fract( vWavesIn.xxyy *
- vec4( 1.975, 0.793, 0.375, 0.193 ) ) *
- 2.0 - 1.0 ) * fWindSpeed * fDetailFreq;
- vWaves = smoothTriangleWave( vWaves );
- vec2 vWavesSum = vWaves.xz + vWaves.yw;
- // We want the branches to bend both up and down.
- vWavesSum.y = 1.0 - ( vWavesSum.y * 2.0 );
- vPos += vWavesSum.xxy * vec3( fEdgeAtten * fDetailAmp * vNormal.xy,
- fBranchAtten * fBranchAmp );
- return vPos;
- }
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