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@ -1,5 +1,3 @@
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uniform sampler2D t_noise;
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vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
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return vec4(0.0);
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}
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@ -1,4 +1,4 @@
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uniform sampler2D t_noise;
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#include <random.glsl>
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const float CLOUD_AVG_HEIGHT = 1025.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
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@ -104,80 +104,6 @@ float is_star_at(vec3 dir) {
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return 0.0;
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}
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const float CLOUD_AVG_HEIGHT = 1025.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 35.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 35.0;
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const float CLOUD_THRESHOLD = 0.3;
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const float CLOUD_SCALE = 1.0;
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const float CLOUD_DENSITY = 100.0;
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float vsum(vec3 v) {
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return v.x + v.y + v.z;
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}
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vec2 cloud_at(vec3 pos) {
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float tick_offs = 0.0
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+ texture(t_noise, pos.xy * 0.0001 + tick.x * 0.001).x * 1.0
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+ texture(t_noise, pos.xy * 0.000003).x * 5.0;
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float value = (
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0.0
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 + tick_offs).x
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 - tick_offs).x * 0.5
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.01).x * 0.25
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.008 + tick.x * 0.02).x * 0.1
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) / 3.0;
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float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY;
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float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
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return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 10000));
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}
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vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
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const float INCR = 0.06;
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float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z;
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float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z;
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float start = max(min(mind, maxd), 0.0);
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float cloud_delta = abs(mind - maxd);
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float delta = min(cloud_delta, max_dist);
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bool do_cast = true;
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if (mind < 0.0 && maxd < 0.0) {
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do_cast = false;
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}
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float incr = INCR;
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * incr * delta;
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float cloud_shade = 1.0;
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float passthrough = 1.0;
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if (do_cast) {
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for (float d = 0.0; d < 1.0; d += incr) {
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float dist = start + d * delta;
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dist += fuzz * min(pow(dist * 0.005, 2.0), 1.0);
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vec3 pos = origin + dir * min(dist, max_dist);
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vec2 sample = cloud_at(pos);
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float integral = sample.y * incr;
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passthrough *= max(1.0 - integral, 0.0);
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cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
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}
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}
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float total_density = 1.0 - passthrough / (1.0 + (max_dist / (1.0 + max(abs(dir.z), 0.03) * 100.0)) * 0.00003);
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total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack
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return vec4(vec3(cloud_shade), total_density);
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}
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vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float quality, bool with_stars, out vec4 clouds) {
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// Sky color
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vec3 sun_dir = get_sun_dir(time_of_day);
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@ -3,7 +3,7 @@
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#include <globals.glsl>
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in vec3 f_pos;
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in vec3 f_norm;
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flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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@ -13,7 +13,7 @@ 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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flat out uint f_pos_norm;
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out vec3 f_col;
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out float f_light;
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@ -27,15 +27,7 @@ void main() {
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f_light = float(v_col_light & 0xFFu) / 255.0;
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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(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1));
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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f_pos_norm = v_pos_norm;
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gl_Position =
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all_mat *
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@ -1,11 +1,13 @@
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pub mod camera;
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pub mod figure;
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pub mod lod;
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pub mod terrain;
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use self::{
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camera::{Camera, CameraMode},
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figure::FigureMgr,
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music::MusicMgr,
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lod::Lod,
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terrain::Terrain,
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};
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use crate::{
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