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Full Template for ticket #1
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101
Templates/Full/game/shaders/common/gl/wind.glsl
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101
Templates/Full/game/shaders/common/gl/wind.glsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//
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// A tip of the hat....
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//
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// The following wind effects were derived from the GPU Gems
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// 3 chapter "Vegetation Procedural Animation and Shading in Crysis"
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// by Tiago Sousa of Crytek.
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//
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vec4 smoothCurve( vec4 x )
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{
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return x * x * ( 3.0 - 2.0 * x );
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}
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vec4 triangleWave( vec4 x )
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{
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return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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}
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vec4 smoothTriangleWave( vec4 x )
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{
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return smoothCurve( triangleWave( x ) );
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}
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vec3 windTrunkBending( vec3 vPos, vec2 vWind, float fBendFactor )
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{
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// Smooth the bending factor and increase
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// the near by height limit.
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fBendFactor += 1.0;
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fBendFactor *= fBendFactor;
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fBendFactor = fBendFactor * fBendFactor - fBendFactor;
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// Displace the vert.
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vec3 vNewPos = vPos;
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vNewPos.xy += vWind * fBendFactor;
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// Limit the length which makes the bend more
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// spherical and prevents stretching.
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float fLength = length( vPos );
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vPos = normalize( vNewPos ) * fLength;
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return vPos;
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}
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vec3 windBranchBending( vec3 vPos,
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vec3 vNormal,
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float fTime,
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float fWindSpeed,
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float fBranchPhase,
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float fBranchAmp,
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float fBranchAtten,
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float fDetailPhase,
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float fDetailAmp,
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float fDetailFreq,
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float fEdgeAtten )
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{
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float fVertPhase = dot( vPos, vec3( fDetailPhase + fBranchPhase ) );
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vec2 vWavesIn = fTime + vec2( fVertPhase, fBranchPhase );
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vec4 vWaves = ( fract( vWavesIn.xxyy *
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vec4( 1.975, 0.793, 0.375, 0.193 ) ) *
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2.0 - 1.0 ) * fWindSpeed * fDetailFreq;
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vWaves = smoothTriangleWave( vWaves );
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vec2 vWavesSum = vWaves.xz + vWaves.yw;
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// We want the branches to bend both up and down.
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vWavesSum.y = 1.0 - ( vWavesSum.y * 2.0 );
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vPos += vWavesSum.xxy * vec3( fEdgeAtten * fDetailAmp * vNormal.xy,
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fBranchAtten * fBranchAmp );
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return vPos;
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}
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