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cleanup unneeded matrix and shader code
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023d465370
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@ -20,31 +20,15 @@ out float f_light;
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const float SCALE = 1.0 / 11.0;
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// Φ = Golden Ratio
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float PHI = 1.61803398874989484820459;
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float gold_noise(in vec2 xy, in float seed){
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return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
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}
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// Modes
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const int SMOKE = 0;
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const int FIRE = 1;
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const int GUN_POWDER_SPARK = 2;
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const int SHRAPNEL = 3;
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// meters per second
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// meters per second squared (acceleration)
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const float earth_gravity = 9.807;
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mat4 translate(vec3 vec){
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return mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(vec.x, vec.y, vec.z, 1.0)
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);
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}
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struct Attr {
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vec3 offs;
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float scale;
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@ -66,8 +50,6 @@ float exp_scale(float factor) {
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}
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void main() {
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mat4 inst_mat = translate(inst_pos);
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float rand0 = hash(vec4(inst_entropy + 0));
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float rand1 = hash(vec4(inst_entropy + 1));
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float rand2 = hash(vec4(inst_entropy + 2));
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@ -126,14 +108,18 @@ void main() {
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);
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}
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f_pos = (inst_mat * vec4(v_pos * attr.scale * SCALE + attr.offs, 1)).xyz;
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f_pos = inst_pos + (v_pos * attr.scale * SCALE + attr.offs);
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// First 3 normals are negative, next 3 are positive
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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));
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f_norm = (inst_mat * vec4(normals[(v_norm_ao >> 0) & 0x7u], 0)).xyz;
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f_norm =
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// inst_pos *
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normals[(v_norm_ao >> 0) & 0x7u];
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vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
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f_col = srgb_to_linear(col) * srgb_to_linear(attr.col);
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//vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
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f_col =
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//srgb_to_linear(col) *
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srgb_to_linear(attr.col);
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f_ao = float((v_norm_ao >> 3) & 0x3u) / 4.0;
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f_light = 1.0;
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