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Add sobel filter as experimental shader option
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@ -154,6 +154,12 @@ vec3 _illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitte
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// return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma)));
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}
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#ifdef EXPERIMENTAL_SOBEL
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vec3 aa_sample(vec2 uv, vec2 off) {
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return aa_apply(t_src_color, s_src_color, uv * screen_res.xy + off, screen_res.xy).rgb;
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}
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#endif
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void main() {
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/* if (medium.x == 1u) {
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uv = clamp(uv + vec2(sin(uv.y * 16.0 + tick.x), sin(uv.x * 24.0 + tick.x)) * 0.005, 0, 1);
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@ -199,6 +205,22 @@ void main() {
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#endif
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vec4 aa_color = aa_apply(t_src_color, s_src_color, uv * screen_res.xy, screen_res.xy);
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#ifdef EXPERIMENTAL_SOBEL
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vec3 s[8];
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s[0] = aa_sample(uv, vec2(-1, 1));
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s[1] = aa_sample(uv, vec2( 0, 1));
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s[2] = aa_sample(uv, vec2( 1, 1));
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s[3] = aa_sample(uv, vec2(-1, 0));
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s[4] = aa_sample(uv, vec2( 1, 0));
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s[5] = aa_sample(uv, vec2(-1, -1));
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s[6] = aa_sample(uv, vec2( 0, -1));
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s[7] = aa_sample(uv, vec2( 1, -1));
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vec3 gx = s[0] + s[3] * 2.0 + s[5] - s[2] - s[4] * 2 - s[7];
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vec3 gy = s[0] + s[1] * 2.0 + s[2] - s[5] - s[6] * 2 - s[7];
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float mag = length(gx) + length(gy);
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aa_color.rgb = mix(vec3(0.9), aa_color.rgb * 0.8, clamp(1.0 - mag * 0.3, 0.0, 1.0));
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#endif
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// Bloom
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#ifdef BLOOM_FACTOR
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@ -423,7 +423,12 @@ pub enum ExperimentalShader {
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Brickloren,
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/// Remove the default procedural noise from terrain.
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NoNoise,
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/// Simulated a curved world.
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/// Add a sobel filter that draws lines in post-process by detecting edges
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/// inbetween colors. This does perform 8 times more texture samples in
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/// post-processing so there is potentially a significant performance
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/// impact especially with anti aliasing enabled.
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Sobel,
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/// Simulate a curved world.
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CurvedWorld,
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/// Adds extra detail to distant LoD (Level of Detail) terrain procedurally.
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ProceduralLodDetail,
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