saumwacht-godot/scripts/presentation/sanctuary.gdshader
Martin Stickelbroeck c2b447610c Baseline: Saumwacht 0.15.0 (Phase 20A) vor dem Umbau zu Champions of Luneraria
Unveränderter Ausgangsstand inklusive Masterprompt und Konzeptbildern
unter assets/. .godot/ und docs/screenshots/ bleiben laut .gitignore
unversioniert; letztere sind unter ../backups gesichert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 20:00:36 +02:00

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shader_type spatial;
render_mode diffuse_burley, specular_schlick_ggx;
uniform vec4 base_color : source_color;
uniform sampler2D stone_map : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
uniform bool foliage = false;
uniform bool bark = false;
uniform bool soil = false;
uniform bool paving = false;
varying vec3 world;
varying vec3 world_normal;
float hash(vec3 p) { p=fract(p*.1031); p+=dot(p,p.yzx+33.33); return fract((p.x+p.y)*p.z); }
float noise(vec3 p) {
vec3 i=floor(p),f=fract(p); f=f*f*(3.0-2.0*f);
return mix(mix(mix(hash(i),hash(i+vec3(1,0,0)),f.x),mix(hash(i+vec3(0,1,0)),hash(i+vec3(1,1,0)),f.x),f.y),mix(mix(hash(i+vec3(0,0,1)),hash(i+vec3(1,0,1)),f.x),mix(hash(i+vec3(0,1,1)),hash(i+vec3(1,1,1)),f.x),f.y),f.z);
}
void vertex() {
world=(MODEL_MATRIX*vec4(VERTEX,1.0)).xyz;
world_normal=normalize(mat3(MODEL_MATRIX)*NORMAL);
if(foliage) {
float wind=sin(TIME*.8+world.x*.55+world.z*.32)*sin(TIME*.37+world.z*.6);
VERTEX.x+=wind*.065*clamp(world.y*.3,.15,1.0);
}
}
void fragment() {
vec3 weights=pow(abs(world_normal),vec3(5.0)); weights/=max(dot(weights,vec3(1.0)),.0001);
vec3 p=world*.23;
vec3 stone=texture(stone_map,p.zy).rgb*weights.x+texture(stone_map,p.xz).rgb*weights.y+texture(stone_map,p.xy).rgb*weights.z;
float grain=noise(world*21.0);
float broad=noise(world*.8);
float relief=dot(stone,vec3(.333));
ALBEDO=base_color.rgb*mix(vec3(.65),vec3(1.6),stone);
ROUGHNESS=.88;
if(paving) { ALBEDO=base_color.rgb*mix(vec3(.82),vec3(1.3),stone); }
if(soil) {
ALBEDO=base_color.rgb*mix(.82,1.12,broad)*mix(.78,1.2,relief);
ALBEDO=mix(ALBEDO,vec3(.12,.17,.075),smoothstep(.54,.8,broad)*.16);
}
if(bark) {
float ridges=noise(world*vec3(13,1.2,13));
ALBEDO=base_color.rgb*mix(.45,1.2,ridges)*mix(.8,1.08,grain);
relief=ridges;
}
if(foliage) {
ALBEDO=base_color.rgb*mix(.75,1.2,broad);
ROUGHNESS=.79;
BACKLIGHT=ALBEDO*.32;
}
vec3 n=NORMAL,dx=dFdx(VERTEX),dy=dFdy(VERTEX);
vec3 rx=cross(dy,n),ry=cross(n,dx); float det=dot(dx,rx);
vec3 gradient=dFdx(relief)*rx+dFdy(relief)*ry;
if(!foliage) { NORMAL=normalize(abs(det)*n-sign(det)*gradient*(bark ? .025 : .016)); }
}