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Experimental dissolve VD
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6adfa547db
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@ -27,6 +27,7 @@ in vec3 f_pos;
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// in vec3 f_chunk_pos;
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// #ifdef FLUID_MODE_SHINY
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flat in uint f_pos_norm;
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flat in float f_load_time;
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// #else
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// const uint f_pos_norm = 0u;
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// #endif
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@ -60,6 +61,11 @@ out vec4 tgt_color;
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#include <lod.glsl>
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void main() {
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float nz = abs(hash(vec4(floor((f_pos + focus_off.xyz) * 5.0), 0)));
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if (nz > (tick.x - load_time) / 0.5 || distance(focus_pos.xy, f_pos.xy) / view_distance.x + nz * 0.1 > 1.0) {
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discard;
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}
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// discard;
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// vec4 f_col_light = textureGrad(t_col_light, f_uv_pos / texSize, 0.25, 0.25);
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// vec4 f_col_light = texture(t_col_light, (f_uv_pos) / texSize);
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@ -48,6 +48,7 @@ uniform u_locals {
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out vec3 f_pos;
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// #ifdef FLUID_MODE_SHINY
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flat out uint f_pos_norm;
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flat out float f_load_time;
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// #if (SHADOW_MODE == SHADOW_MODE_MAP)
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// out vec4 sun_pos;
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@ -73,7 +74,8 @@ void main() {
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vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
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f_pos = f_chunk_pos + model_offs - focus_off.xyz;
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// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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f_load_time = load_time;
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//f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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// vec3 light_col = vec3(
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