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Improved rain performance
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7efddc33f7
commit
0b16baf46a
@ -99,7 +99,11 @@ void main() {
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float jump = max(min(deltas.x, deltas.y) * scale, PLANCK);
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t += jump;
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if (t >= 64.0) { break; }
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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if (t >= 64.0) { break; }
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#else
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if (t >= 16.0) { break; }
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#endif
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rpos = rorigin + adjusted_dir * t;
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@ -92,9 +92,9 @@ void main() {
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// vec3 f_col = f_col_light.rgb;
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// float f_ao = f_col_light.a;
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float f_ao, f_glow, f_ao_unused;
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float f_ao;
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uint material = 0xFFu;
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vec3 f_col = greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow, f_ao_unused, material);
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vec3 f_col = greedy_extract_col_light_figure(t_col_light, s_col_light, f_uv_pos, f_ao, material);
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1);
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@ -620,8 +620,11 @@ vec3 compute_attenuation_point(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_a
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//}
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//#endif
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vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr) {
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vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr, out float f_sky_exposure) {
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// TODO: Figure out how to use `texture` and modulation to avoid needing to do manual filtering
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// TODO: Use `texture` instead
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//vec2 light = texture(t_col_light, f_uv_pos).xy / 31;
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uvec4 tex_00 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 0), 0) * 255);
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uvec4 tex_10 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0) * 255);
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uvec4 tex_01 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0) * 255);
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@ -633,8 +636,6 @@ vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, v
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vec3 light_0 = mix(light_00, light_01, fract(f_uv_pos.y));
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vec3 light_1 = mix(light_10, light_11, fract(f_uv_pos.y));
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vec3 light = mix(light_0, light_1, fract(f_uv_pos.x));
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// TODO: Use `texture` instead
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//vec2 light = texture(t_col_light, f_uv_pos).xy / 31;
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vec3 f_col = vec3(
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float(((tex_00.r & 0x7u) << 1u) | (tex_00.b & 0xF0u)),
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@ -644,14 +645,26 @@ vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, v
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f_ao = light.z;
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f_light = light.x / 31.0;
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f_sky_exposure = light.x / 31.0 + (1.0 - f_ao) * 0.5;
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f_glow = light.y / 31.0;
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f_attr = tex_00.g >> 3u;
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return srgb_to_linear(f_col);
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}
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vec3 greedy_extract_col_light_glow(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_ao, out float f_glow) {
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uint f_attr;
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return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, f_attr);
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vec3 greedy_extract_col_light_terrain(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out float f_sky_exposure) {
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float _f_attr;
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return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, _f_attr, f_sky_exposure);
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}
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vec3 greedy_extract_col_light_sprite(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light) {
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float _f_sky_exposure, _f_light, _f_glow, _f_ao;
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uint _f_attr;
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return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, _f_glow, _f_ao, _f_attr, _f_sky_exposure);
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}
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vec3 greedy_extract_col_light_figure(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out uint f_attr) {
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float _f_sky_exposure, _f_light, _f_glow, _f_ao;
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return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, _f_glow, _f_ao, f_attr, _f_sky_exposure);
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}
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#endif
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@ -40,8 +40,8 @@ layout(location = 0) out vec4 tgt_color;
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const float FADE_DIST = 32.0;
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void main() {
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float f_ao, f_glow, f_ao_unused;
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vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_ao_unused, f_glow);
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float f_ao;
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vec3 f_col = greedy_extract_col_light_sprite(t_col_light, s_col_light, f_uv_pos, f_ao);
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1);
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@ -84,8 +84,8 @@ void main() {
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vec2 f_uv_pos = f_uv_pos + atlas_offs.xy;
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// vec4 f_col_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0)));//(f_uv_pos/* + 0.5*/) / texSize);
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// float f_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0))).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0;
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float f_light, f_glow, f_ao;
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vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_light, f_ao, f_glow);
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float f_light, f_glow, f_ao, f_sky_exposure;
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vec3 f_col = greedy_extract_col_light_terrain(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, f_sky_exposure);
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_light), 1);
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@ -244,13 +244,30 @@ void main() {
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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if (rain_occlusion_at(f_pos.xyz + vec3(0, 0, 0.25)) > 0.5) {
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#ifdef EXPERIMENTAL_WETNESS
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float puddle = clamp((noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.03) - 0.5) * 20.0, 0.0, 1.0) * min(rain_density * 10.0, 1.0);
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#else
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const float puddle = 1.0;
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#endif
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#ifdef EXPERIMENTAL_WETNESS
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float puddle = clamp((noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.03) - 0.5) * 20.0, 0.0, 1.0)
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* min(rain_density * 10.0, 1.0)
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* clamp((f_sky_exposure - 0.9) * 50.0, 0.0, 1.0);
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#else
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const float puddle = 1.0;
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#endif
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#ifdef EXPERIMENTAL_WETNESS
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if (puddle > 0.0) {
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float h = (noise_2d((f_pos.xy + focus_off.xy) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
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+ (noise_2d((f_pos.xy + focus_off.xy) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
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float hx = (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
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+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
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float hy = (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
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+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
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f_norm.xy += mix(vec2(0), vec2(h - hx, h - hy) / 0.1 * 0.03, puddle);
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alpha = mix(1.0, 0.2, puddle);
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f_col.rgb *= mix(1.0, 0.7, puddle);
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k_s = mix(k_s, vec3(0.7, 0.7, 1.0), puddle);
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}
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#endif
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if (rain_occlusion_at(f_pos.xyz + vec3(0, 0, 0.25)) > 0.5) {
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * 2.0 && puddle > 0.3) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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@ -273,21 +290,6 @@ void main() {
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* sign(dist - drop_rad)
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* max(drop_pos.z - near_cell.z, 0);
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}
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#ifdef EXPERIMENTAL_WETNESS
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if (puddle > 0.0) {
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float h = (noise_2d((f_pos.xy + focus_off.xy) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
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+ (noise_2d((f_pos.xy + focus_off.xy) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
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float hx = (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
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+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
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float hy = (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
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+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
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f_norm.xy += mix(vec2(0), vec2(h - hx, h - hy) / 0.1 * 0.03, puddle);
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alpha = mix(1.0, 0.2, puddle);
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f_col.rgb *= mix(1.0, 0.7, puddle);
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k_s = mix(k_s, vec3(0.7, 0.7, 1.0), puddle);
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}
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#endif
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}
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}
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#endif
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