Merge branch 'zesterer/better-clouds' into 'master'

Made clouds bigger, more performant and prettier

See merge request veloren/veloren!733
This commit is contained in:
Imbris 2020-01-19 20:00:44 +00:00
commit 12ef2361b3
15 changed files with 333 additions and 83 deletions

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@ -28,6 +28,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Added Scrolling Combat Text (SCT) & Settings for it
- Added a Death Screen and Hurt Screen
- Added randomly selected Loading Screen background images
- Added options to disable clouds and to use cheaper water rendering
### Changed
@ -56,6 +57,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fixed non-humanoids being able to climb and glide
- Made shadows and lights use interpolated positions
- Changed "Create Character" button position
- Made clouds bigger, more performant and prettier
### Removed

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@ -0,0 +1,66 @@
#version 330 core
#include <globals.glsl>
#include <random.glsl>
in vec3 f_pos;
flat in uint f_pos_norm;
in vec3 f_col;
in float f_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
float load_time;
};
uniform sampler2D t_waves;
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
void main() {
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;
// Increase array access by 3 to access positive values
uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
// Use an array to avoid conditional branching
vec3 f_norm = normals[norm_axis + norm_dir];
vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
/*
// Round the position to the nearest triangular grid cell
vec3 hex_pos = f_pos * 2.0;
hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0);
if (fract(hex_pos.x) > fract(hex_pos.y)) {
hex_pos += vec3(1.0, 1.0, 0);
}
hex_pos = floor(hex_pos);
*/
vec3 light, diffuse_light, ambient_light;
get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
float point_shadow = shadow_at(f_pos,f_norm);
diffuse_light *= f_light * point_shadow;
ambient_light *= f_light, point_shadow;
vec3 point_light = light_at(f_pos, f_norm);
light += point_light;
diffuse_light += point_light;
vec3 surf_color = illuminate(srgb_to_linear(vec3(0.2, 0.2, 1.0)), light, diffuse_light, ambient_light);
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec4 clouds;
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.25, true, clouds);
float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.5);
vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + diffuse_light * 0.25)), passthrough);
tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a);
}

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@ -56,7 +56,7 @@ float wave_height(vec3 pos) {
void main() {
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;

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@ -24,6 +24,7 @@ void main() {
float((v_pos_norm >> 8) & 0x00FFu),
float((v_pos_norm >> 16) & 0x1FFFu)
) + model_offs;
f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0);
f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
f_col = vec3(

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@ -0,0 +1,5 @@
uniform sampler2D t_noise;
vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
return vec4(0.0);
}

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@ -0,0 +1,75 @@
uniform sampler2D t_noise;
const float CLOUD_AVG_HEIGHT = 1025.0;
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0;
const float CLOUD_THRESHOLD = 0.3;
const float CLOUD_SCALE = 5.0;
const float CLOUD_DENSITY = 50.0;
float vsum(vec3 v) {
return v.x + v.y + v.z;
}
vec2 cloud_at(vec3 pos) {
float tick_offs = 0.0
+ texture(t_noise, pos.xy * 0.0001 - tick.x * 0.001).x * 0.5
+ texture(t_noise, pos.xy * 0.000003).x * 5.0;
float value = (
0.0
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 + tick_offs).x
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 - tick_offs).x * 0.5
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.01).x * 0.25
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.008 + tick.x * 0.02).x * 0.15
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.02 + tick_offs + tick.x * 0.02).x * 0.1
) / 3.0;
float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 400.0, 0.0) * CLOUD_DENSITY;
float shade = ((pos.z - CLOUD_AVG_HEIGHT) * 1.8 / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000));
}
vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
const float INCR = 0.1;
float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z;
float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z;
float start = max(min(mind, maxd), 0.0);
float delta = min(abs(mind - maxd), max_dist);
bool do_cast = true;
if (mind < 0.0 && maxd < 0.0) {
do_cast = false;
}
float incr = INCR;
float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * incr * delta;
float cloud_shade = 1.0;
float passthrough = 1.0;
if (do_cast) {
for (float d = 0.0; d < 1.0; d += incr) {
float dist = start + d * delta;
dist += fuzz * pow(maxd - mind, 0.5) * 0.01 * min(pow(dist * 0.005, 2.0), 1.0);
vec3 pos = origin + dir * min(dist, max_dist);
vec2 sample = cloud_at(pos);
float integral = sample.y * incr;
passthrough *= max(1.0 - integral, 0.0);
cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
}
}
float total_density = 1.0 - passthrough / (1.0 + delta * 0.0001);
total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack
return vec4(vec3(cloud_shade), total_density);
}

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@ -1,6 +1,6 @@
#include <random.glsl>
#include <cloud.glsl>
uniform sampler2D t_noise;
const float PI = 3.141592;
@ -114,79 +114,6 @@ float is_star_at(vec3 dir) {
return 0.0;
}
const float CLOUD_AVG_HEIGHT = 1025.0;
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 35.0;
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 35.0;
const float CLOUD_THRESHOLD = 0.3;
const float CLOUD_SCALE = 1.0;
const float CLOUD_DENSITY = 100.0;
float vsum(vec3 v) {
return v.x + v.y + v.z;
}
vec2 cloud_at(vec3 pos) {
float tick_offs = 0.0
+ texture(t_noise, pos.xy * 0.0001 + tick.x * 0.001).x * 1.0
+ texture(t_noise, pos.xy * 0.000003).x * 5.0;
float value = (
0.0
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 + tick_offs).x
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 - tick_offs).x * 0.5
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.01).x * 0.25
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.008 + tick.x * 0.02).x * 0.1
) / 3.0;
float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY;
float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000));
}
vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
const float INCR = 0.06;
float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z;
float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z;
float start = max(min(mind, maxd), 0.0);
float delta = min(abs(mind - maxd), max_dist);
bool do_cast = true;
if (mind < 0.0 && maxd < 0.0) {
do_cast = false;
}
float incr = INCR;
float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * incr * delta;
float cloud_shade = 1.0;
float passthrough = 1.0;
if (do_cast) {
for (float d = 0.0; d < 1.0; d += incr) {
float dist = start + d * delta;
dist += fuzz * min(pow(dist * 0.005, 2.0), 1.0);
vec3 pos = origin + dir * min(dist, max_dist);
vec2 sample = cloud_at(pos);
float integral = sample.y * incr;
passthrough *= max(1.0 - integral, 0.0);
cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
}
}
float total_density = 1.0 - passthrough / (1.0 + delta * 0.0001);
total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack
return vec4(vec3(cloud_shade), total_density);
}
vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float quality, bool with_stars, out vec4 clouds) {
// Sky color
vec3 sun_dir = get_sun_dir(time_of_day);

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@ -20,7 +20,7 @@ out vec4 tgt_color;
void main() {
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1));
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;

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@ -36,7 +36,7 @@ use spell::Spell;
use crate::{
ecs::comp as vcomp,
render::{AaMode, Consts, Globals, Renderer},
render::{AaMode, CloudMode, Consts, FluidMode, Globals, Renderer},
scene::camera::Camera,
//settings::ControlSettings,
ui::{Graphic, Ingameable, ScaleMode, Ui},
@ -205,6 +205,8 @@ pub enum Event {
ChangeMaxFPS(u32),
ChangeFOV(u16),
ChangeAaMode(AaMode),
ChangeCloudMode(CloudMode),
ChangeFluidMode(FluidMode),
CrosshairTransp(f32),
ChatTransp(f32),
CrosshairType(CrosshairType),
@ -1771,6 +1773,12 @@ impl Hud {
settings_window::Event::ChangeAaMode(new_aa_mode) => {
events.push(Event::ChangeAaMode(new_aa_mode));
}
settings_window::Event::ChangeCloudMode(new_cloud_mode) => {
events.push(Event::ChangeCloudMode(new_cloud_mode));
}
settings_window::Event::ChangeFluidMode(new_fluid_mode) => {
events.push(Event::ChangeFluidMode(new_fluid_mode));
}
}
}
}

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@ -3,7 +3,7 @@ use super::{
TEXT_COLOR,
};
use crate::{
render::AaMode,
render::{AaMode, CloudMode, FluidMode},
ui::{ImageSlider, ScaleMode, ToggleButton},
GlobalState,
};
@ -87,6 +87,10 @@ widget_ids! {
fov_value,
aa_mode_text,
aa_mode_list,
cloud_mode_text,
cloud_mode_list,
fluid_mode_text,
fluid_mode_list,
audio_volume_slider,
audio_volume_text,
sfx_volume_slider,
@ -188,6 +192,8 @@ pub enum Event {
AdjustViewDistance(u32),
AdjustFOV(u16),
ChangeAaMode(AaMode),
ChangeCloudMode(CloudMode),
ChangeFluidMode(FluidMode),
AdjustMusicVolume(f32),
AdjustSfxVolume(f32),
ChangeAudioDevice(String),
@ -1528,6 +1534,60 @@ impl<'a> Widget for SettingsWindow<'a> {
{
events.push(Event::ChangeAaMode(mode_list[clicked]));
}
// CloudMode
Text::new("Cloud Rendering Mode")
.down_from(state.ids.aa_mode_list, 8.0)
.font_size(14)
.font_id(self.fonts.cyri)
.color(TEXT_COLOR)
.set(state.ids.cloud_mode_text, ui);
let mode_list = [CloudMode::None, CloudMode::Regular];
let mode_label_list = ["None", "Regular"];
// Get which cloud rendering mode is currently active
let selected = mode_list
.iter()
.position(|x| *x == self.global_state.settings.graphics.cloud_mode);
if let Some(clicked) = DropDownList::new(&mode_label_list, selected)
.w_h(400.0, 22.0)
.color(MENU_BG)
.label_color(TEXT_COLOR)
.label_font_id(self.fonts.cyri)
.down_from(state.ids.cloud_mode_text, 8.0)
.set(state.ids.cloud_mode_list, ui)
{
events.push(Event::ChangeCloudMode(mode_list[clicked]));
}
// FluidMode
Text::new("Fluid Rendering Mode")
.down_from(state.ids.cloud_mode_list, 8.0)
.font_size(14)
.font_id(self.fonts.cyri)
.color(TEXT_COLOR)
.set(state.ids.fluid_mode_text, ui);
let mode_list = [FluidMode::Cheap, FluidMode::Shiny];
let mode_label_list = ["Cheap", "Shiny"];
// Get which fluid rendering mode is currently active
let selected = mode_list
.iter()
.position(|x| *x == self.global_state.settings.graphics.fluid_mode);
if let Some(clicked) = DropDownList::new(&mode_label_list, selected)
.w_h(400.0, 22.0)
.color(MENU_BG)
.label_color(TEXT_COLOR)
.label_font_id(self.fonts.cyri)
.down_from(state.ids.fluid_mode_text, 8.0)
.set(state.ids.fluid_mode_list, ui)
{
events.push(Event::ChangeFluidMode(mode_list[clicked]));
}
}
// 5) Sound Tab -----------------------------------

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@ -64,3 +64,17 @@ pub enum AaMode {
MsaaX16,
SsaaX4,
}
/// Cloud modes
#[derive(PartialEq, Eq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum CloudMode {
None,
Regular,
}
/// Fluid modes
#[derive(PartialEq, Eq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum FluidMode {
Cheap,
Shiny,
}

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@ -6,7 +6,7 @@ use super::{
model::{DynamicModel, Model},
pipelines::{figure, fluid, postprocess, skybox, sprite, terrain, ui, Globals, Light, Shadow},
texture::Texture,
AaMode, Pipeline, RenderError,
AaMode, CloudMode, FluidMode, Pipeline, RenderError,
};
use common::assets::{self, watch::ReloadIndicator};
use gfx::{
@ -75,6 +75,8 @@ pub struct Renderer {
noise_tex: Texture<(gfx::format::R8, gfx::format::Unorm)>,
aa_mode: AaMode,
cloud_mode: CloudMode,
fluid_mode: FluidMode,
}
impl Renderer {
@ -85,6 +87,8 @@ impl Renderer {
win_color_view: WinColorView,
win_depth_view: WinDepthView,
aa_mode: AaMode,
cloud_mode: CloudMode,
fluid_mode: FluidMode,
) -> Result<Self, RenderError> {
let mut shader_reload_indicator = ReloadIndicator::new();
@ -96,7 +100,13 @@ impl Renderer {
sprite_pipeline,
ui_pipeline,
postprocess_pipeline,
) = create_pipelines(&mut factory, aa_mode, &mut shader_reload_indicator)?;
) = create_pipelines(
&mut factory,
aa_mode,
cloud_mode,
fluid_mode,
&mut shader_reload_indicator,
)?;
let dims = win_color_view.get_dimensions();
let (tgt_color_view, tgt_depth_view, tgt_color_res) =
@ -138,6 +148,8 @@ impl Renderer {
noise_tex,
aa_mode,
cloud_mode,
fluid_mode,
})
}
@ -178,6 +190,32 @@ impl Renderer {
Ok(())
}
/// Change the cloud rendering mode
pub fn set_cloud_mode(&mut self, cloud_mode: CloudMode) -> Result<(), RenderError> {
self.cloud_mode = cloud_mode;
// Recreate render target
self.on_resize()?;
// Recreate pipelines with the new cloud mode
self.recreate_pipelines();
Ok(())
}
/// Change the fluid rendering mode
pub fn set_fluid_mode(&mut self, fluid_mode: FluidMode) -> Result<(), RenderError> {
self.fluid_mode = fluid_mode;
// Recreate render target
self.on_resize()?;
// Recreate pipelines with the new fluid mode
self.recreate_pipelines();
Ok(())
}
/// Resize internal render targets to match window render target dimensions.
pub fn on_resize(&mut self) -> Result<(), RenderError> {
let dims = self.win_color_view.get_dimensions();
@ -278,6 +316,8 @@ impl Renderer {
match create_pipelines(
&mut self.factory,
self.aa_mode,
self.cloud_mode,
self.fluid_mode,
&mut self.shader_reload_indicator,
) {
Ok((
@ -658,6 +698,8 @@ struct GfxPipeline<P: gfx::pso::PipelineInit> {
fn create_pipelines(
factory: &mut gfx_backend::Factory,
aa_mode: AaMode,
cloud_mode: CloudMode,
fluid_mode: FluidMode,
shader_reload_indicator: &mut ReloadIndicator,
) -> Result<
(
@ -703,6 +745,19 @@ fn create_pipelines(
)
.unwrap();
let cloud = assets::load_watched::<String>(
&[
"voxygen.shaders.include.cloud.",
match cloud_mode {
CloudMode::None => "none",
CloudMode::Regular => "regular",
},
]
.concat(),
shader_reload_indicator,
)
.unwrap();
let mut include_ctx = IncludeContext::new();
include_ctx.include("globals.glsl", &globals);
include_ctx.include("sky.glsl", &sky);
@ -710,6 +765,7 @@ fn create_pipelines(
include_ctx.include("srgb.glsl", &srgb);
include_ctx.include("random.glsl", &random);
include_ctx.include("anti-aliasing.glsl", &anti_alias);
include_ctx.include("cloud.glsl", &cloud);
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = create_pipeline(
@ -753,8 +809,18 @@ fn create_pipelines(
fluid::pipe::new(),
&assets::load_watched::<String>("voxygen.shaders.fluid-vert", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>("voxygen.shaders.fluid-frag", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>(
&[
"voxygen.shaders.fluid-frag.",
match fluid_mode {
FluidMode::Cheap => "cheap",
FluidMode::Shiny => "shiny",
},
]
.concat(),
shader_reload_indicator,
)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Nothing,
)?;

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@ -540,6 +540,26 @@ impl PlayState for SessionState {
global_state.settings.graphics.aa_mode = new_aa_mode;
global_state.settings.save_to_file_warn();
}
HudEvent::ChangeCloudMode(new_cloud_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_cloud_mode(new_cloud_mode)
.unwrap();
global_state.settings.graphics.cloud_mode = new_cloud_mode;
global_state.settings.save_to_file_warn();
}
HudEvent::ChangeFluidMode(new_fluid_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_fluid_mode(new_fluid_mode)
.unwrap();
global_state.settings.graphics.fluid_mode = new_fluid_mode;
global_state.settings.save_to_file_warn();
}
}
}

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@ -1,6 +1,6 @@
use crate::{
hud::{BarNumbers, CrosshairType, Intro, ShortcutNumbers, XpBar},
render::AaMode,
render::{AaMode, CloudMode, FluidMode},
ui::ScaleMode,
window::KeyMouse,
};
@ -182,6 +182,8 @@ pub struct GraphicsSettings {
pub max_fps: u32,
pub fov: u16,
pub aa_mode: AaMode,
pub cloud_mode: CloudMode,
pub fluid_mode: FluidMode,
}
impl Default for GraphicsSettings {
@ -191,6 +193,8 @@ impl Default for GraphicsSettings {
max_fps: 60,
fov: 50,
aa_mode: AaMode::Fxaa,
cloud_mode: CloudMode::Regular,
fluid_mode: FluidMode::Shiny,
}
}
}

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@ -241,6 +241,8 @@ impl Window {
win_color_view,
win_depth_view,
settings.graphics.aa_mode,
settings.graphics.cloud_mode,
settings.graphics.fluid_mode,
)?,
window,
cursor_grabbed: false,