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@ -5,16 +5,16 @@
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#include <sky.glsl>
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#include <srgb.glsl>
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layout(set = 0, binding = 5) uniform texture2D t_alt;
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layout(set = 0, binding = 5) uniform utexture2D t_alt;
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layout(set = 0, binding = 6) uniform sampler s_alt;
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layout(set = 0, binding = 7) uniform texture2D t_horizon;
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layout(set = 0, binding = 8) uniform sampler s_horizon;
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const float MIN_SHADOW = 0.33;
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vec2 pos_to_uv(texture2D tex, sampler s, vec2 pos) {
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vec2 pos_to_uv(utexture2D tex, sampler s, vec2 pos) {
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// Want: (pixel + 0.5) / W
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vec2 texSize = textureSize(sampler2D(tex, s), 0);
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vec2 texSize = textureSize(usampler2D(tex, s), 0);
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vec2 uv_pos = (focus_off.xy + pos + 16) / (32.0 * texSize);
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return vec2(uv_pos.x, /*1.0 - */uv_pos.y);
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}
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@ -78,8 +78,51 @@ vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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, sy);
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}
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// UNSIGNED INTEGER VERSION
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// NOTE: We assume the sampled coordinates are already in "texture pixels".
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vec4 utextureBicubic(utexture2D tex, sampler sampl, vec2 texCoords) {
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vec2 texSize = textureSize(usampler2D(tex, sampl), 0);
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vec2 invTexSize = 1.0 / texSize;
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/* texCoords.y = texSize.y - texCoords.y; */
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texCoords = texCoords/* * texSize */ - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
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// vec4 c = texCoords.xxyy + vec2 (-1, +1).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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/* // Correct for map rotaton.
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offset.zw = 1.0 - offset.zw; */
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vec4 sample0 = texture(usampler2D(tex, sampl), offset.xz);
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vec4 sample1 = texture(usampler2D(tex, sampl), offset.yz);
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vec4 sample2 = texture(usampler2D(tex, sampl), offset.xw);
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vec4 sample3 = texture(usampler2D(tex, sampl), offset.yw);
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// vec4 sample0 = texelFetch(sampler, offset.xz, 0);
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// vec4 sample1 = texelFetch(sampler, offset.yz, 0);
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// vec4 sample2 = texelFetch(sampler, offset.xw, 0);
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// vec4 sample3 = texelFetch(sampler, offset.yw, 0);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(
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mix(sample3, sample2, sx), mix(sample1, sample0, sx)
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, sy);
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}
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float alt_at(vec2 pos) {
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return (/*round*/(texture/*textureBicubic*/(sampler2D(t_alt, s_alt), pos_to_uv(t_alt, s_alt, pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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return (/*round*/(texture/*textureBicubic*/(usampler2D(t_alt, s_alt), pos_to_uv(t_alt, s_alt, pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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// return 0.0
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@ -93,7 +136,7 @@ float alt_at_real(vec2 pos) {
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// #if (FLUID_MODE == FLUID_MODE_CHEAP)
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// return alt_at(pos);
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// #elif (FLUID_MODE == FLUID_MODE_SHINY)
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return (/*round*/(textureBicubic(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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return (/*round*/(utextureBicubic(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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// #endif
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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@ -209,7 +252,7 @@ vec2 splay(vec2 pos) {
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const float SQRT_2 = sqrt(2.0) / 2.0;
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// /const float CBRT_2 = cbrt(2.0) / 2.0;
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// vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len * 0.5, 3.0) * (SPLAY_MULT - view_distance.x));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(sampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(usampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/));
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if (abs(pos.x) > 0.99 || abs(pos.y) > 0.99) {
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splayed *= 10.0;
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}
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