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Improved lighting
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b24f5b5b24
commit
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@ -5,8 +5,8 @@ Item(
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(
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kind: "Black0",
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color: (r: 255, g: 128, b: 26),
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strength_thousandths: 3000,
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flicker_thousandths: 300,
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strength_thousandths: 5000,
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flicker_thousandths: 150,
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),
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),
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)
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@ -5,7 +5,7 @@ Item(
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(
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kind: "Blue0",
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color: (r: 255, g: 128, b: 26),
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strength_thousandths: 4000,
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strength_thousandths: 6000,
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flicker_thousandths: 250,
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),
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),
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@ -5,8 +5,8 @@ Item(
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(
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kind: "Green0",
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color: (r: 255, g: 128, b: 26),
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strength_thousandths: 4000,
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flicker_thousandths: 500,
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strength_thousandths: 6000,
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flicker_thousandths: 250,
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),
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),
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)
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@ -5,8 +5,8 @@ Item(
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(
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kind: "Red0",
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color: (r: 255, g: 128, b: 26),
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strength_thousandths: 3500,
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flicker_thousandths: 1000,
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strength_thousandths: 5000,
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flicker_thousandths: 250,
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),
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),
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)
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@ -142,7 +142,7 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve
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// float strength = attenuation_strength(difference);// pow(attenuation_strength(difference), 0.6);
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// // NOTE: This normalizes strength to 1.0 at the center of the point source.
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// float strength = 1.0 / (1.0 + distance_2);
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float strength = 1.0 / (1 + distance_2);
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float strength = 1.0 / (4 + distance_2);
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// Multiply the vec3 only once
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const float PI = 3.1415926535897932384626433832795;
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@ -14,7 +14,6 @@ use common::{
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spiral::Spiral2d,
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state::DeltaTime,
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terrain::TerrainChunk,
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time::DayPeriod,
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vol::{RectRasterableVol, SizedVol},
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};
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use dot_vox::DotVoxData;
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