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Better LoD precision
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3d027aebe8
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@ -25,8 +25,8 @@ float splay_scale(vec2 pos, float e) {
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}
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vec3 lod_pos(vec2 v_pos) {
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vec2 hpos = focus_pos.xy + splay(v_pos, 5.0) * 1000000.0;
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float splay = splay_scale(v_pos, 5.0);
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vec2 hpos = focus_pos.xy + splay(v_pos, 8.0) * 1000000.0;
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float splay = splay_scale(v_pos, 8.0) * 1.0;
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return vec3(hpos, (
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alt_at(hpos) +
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alt_at(hpos + vec2(-1, 1) * splay) +
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@ -37,21 +37,25 @@ vec3 lod_pos(vec2 v_pos) {
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}
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vec3 lod_norm(vec2 pos) {
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float alt00 = alt_at(pos);
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float alt10 = alt_at(pos + vec2(32, 0));
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float alt01 = alt_at(pos + vec2(0, 32));
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float slope = abs(alt00 - alt10) + abs(alt00 - alt01);
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const float SAMPLE_W = 8;
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float altx0 = alt_at(pos + vec2(-1, 0) * SAMPLE_W);
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float altx1 = alt_at(pos + vec2(1, 0) * SAMPLE_W);
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float alty0 = alt_at(pos + vec2(0, -1) * SAMPLE_W);
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float alty1 = alt_at(pos + vec2(0, 1) * SAMPLE_W);
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float slope = abs(altx1 - altx0) + abs(alty0 - alty1);
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return normalize(vec3(
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(alt00 - alt10) / 32,
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(alt00 - alt01) / 32,
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32 / (slope + 0.00001) // Avoid NaN
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(altx0 - altx1) / SAMPLE_W,
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(alty0 - alty1) / SAMPLE_W,
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SAMPLE_W / (slope + 0.00001) // Avoid NaN
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));
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}
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vec3 lod_col(vec2 pos) {
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//return vec3(1);
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return texture(t_map, pos_to_uv(pos)).rgb
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+ texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.01).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x * 0.1;
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+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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vec3 warmth = mix(
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vec3(0.05, 0.4, 0.1),
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@ -6,6 +6,7 @@
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#include <lod.glsl>
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in vec3 f_pos;
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in vec3 f_norm;
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out vec4 tgt_color;
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@ -12,11 +12,14 @@ uniform u_locals {
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};
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out vec3 f_pos;
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out vec3 f_norm;
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out float f_light;
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void main() {
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f_pos = lod_pos(v_pos);
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f_norm = lod_norm(f_pos.xy);
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//f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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//f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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