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Cleanup, comments
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@ -18,31 +18,39 @@ out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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vec3 warp_normal(vec3 norm, vec3 pos, float time) {
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return normalize(norm
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+ smooth_rand(pos * 1.0, time * 1.0) * 0.05
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+ smooth_rand(pos * 0.25, time * 0.25) * 0.1);
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}
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void main() {
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/*
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// Round the position to the nearest triangular grid cell
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vec3 hex_pos = f_pos * 2.0;
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hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0);
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if (fract(hex_pos.x) > fract(hex_pos.y)) {
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hex_pos += vec3(1.0, 1.0, 0);
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}
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hex_pos = f_pos;//floor(hex_pos);
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hex_pos = floor(hex_pos);
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*/
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vec3 warped_norm = normalize(f_norm
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+ smooth_rand(f_pos * 1.0, tick.x * 1.0) * 0.05
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+ smooth_rand(f_pos * 0.25, tick.x * 0.25) * 0.1);
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vec3 norm = warp_normal(f_norm, f_pos, tick.x);
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vec3 light = get_sun_diffuse(warped_norm, time_of_day.x) * f_light + light_at(f_pos, warped_norm);
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vec3 light = get_sun_diffuse(norm, time_of_day.x) * f_light + light_at(f_pos, norm);
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vec3 surf_color = f_col * light;
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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vec3 reflect_ray_dir = reflect(cam_to_frag, warped_norm);
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vec3 reflect_ray_dir = reflect(cam_to_frag, norm);
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// Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water
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reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05);
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vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x) * f_light;
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float passthrough = pow(dot(faceforward(warped_norm, warped_norm, cam_to_frag), -cam_to_frag), 1.0);
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// 0 = 100% reflection, 1 = translucent water
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float passthrough = pow(dot(faceforward(norm, norm, cam_to_frag), -cam_to_frag), 1.0);
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.5 / (1.0 + light * 2.0)), passthrough);
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