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Make LoD voxel effect camera-relative
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ddbf92f289
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0b1fabba91
@ -87,7 +87,7 @@ void main() {
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float my_alt = f_pos.z + focus_off.z;
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float my_alt = f_pos.z + focus_off.z;
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float f_ao = 1.0;
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float f_ao = 1.0;
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const float VOXELIZE_DIST = 2000;
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const float VOXELIZE_DIST = 2000;
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1.0);
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float voxelize_factor = clamp(1.0 - (distance(cam_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1.0);
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vec3 cam_dir = cam_to_frag;
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vec3 cam_dir = cam_to_frag;
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#ifdef EXPERIMENTAL_NOLODVOXELS
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#ifdef EXPERIMENTAL_NOLODVOXELS
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vec3 side_norm = normalize(vec3(f_norm.xy, 0));
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vec3 side_norm = normalize(vec3(f_norm.xy, 0));
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@ -122,7 +122,7 @@ void main() {
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float f_ao = 1.0;
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float f_ao = 1.0;
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vec3 voxel_norm = f_norm;
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vec3 voxel_norm = f_norm;
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const float VOXELIZE_DIST = 2000;
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const float VOXELIZE_DIST = 2000;
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1);
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float voxelize_factor = clamp(1.0 - (distance(cam_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1);
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vec3 cam_dir = cam_to_frag;
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vec3 cam_dir = cam_to_frag;
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#ifdef EXPERIMENTAL_NOLODVOXELS
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#ifdef EXPERIMENTAL_NOLODVOXELS
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vec3 side_norm = normalize(vec3(my_norm.xy, 0.01));
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vec3 side_norm = normalize(vec3(my_norm.xy, 0.01));
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