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Dynamically relocate LoD vertices to enhance details
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@ -21,23 +21,11 @@ vec2 splay(vec2 pos, float e) {
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}
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float splay_scale(vec2 pos, float e) {
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return distance(splay(pos, e), splay(pos + 0.001, e)) * 5000000.0;
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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, 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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alt_at(hpos + vec2(1, 1) * splay) +
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alt_at(hpos + vec2(1, -1) * splay) +
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alt_at(hpos + vec2(-1, -1) * splay)
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) / 5.0);
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return distance(splay(pos, e), splay(pos + 0.001, e)) * 1000000.0;
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}
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vec3 lod_norm(vec2 pos) {
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const float SAMPLE_W = 8;
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const float SAMPLE_W = 16;
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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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@ -52,10 +40,23 @@ vec3 lod_norm(vec2 pos) {
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));
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}
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vec3 lod_pos(vec2 v_pos, vec2 focus_pos) {
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vec2 hpos = focus_pos.xy + splay(v_pos, 4.0) * 1000000.0;
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// Remove spiking by "pushing" vertices towards local optima
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vec2 nhpos = hpos;
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for (int i = 0; i < 5; i ++) {
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nhpos -= lod_norm(hpos).xy * 5.0;
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}
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hpos = nhpos;
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return vec3(hpos, alt_at(hpos));
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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 * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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//return vec3(0, 1, 0);
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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 * 0.005).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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@ -16,7 +16,7 @@ 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_pos = lod_pos(v_pos, focus_pos.xy);
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f_norm = lod_norm(f_pos.xy);
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