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better way to show glitter
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@ -58,6 +58,9 @@
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#define MAT_FIGURE 3
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#define MAT_LOD 4
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#define BLOCK_SNOW 0x21
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#define BLOCK_ART_SNOW 0x22
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// An arbitrary value that represents a very far distance (at least as far as the player should be able to see) without
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// being too far that we end up with precision issues (used in clouds and elsewhere).
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#define DIST_CAP 50000
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@ -54,9 +54,6 @@ uniform utexture2D t_kind;
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layout(set = 2, binding = 3)
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uniform sampler s_kind;
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const uint SNOW = 0x21;
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const uint ART_SNOW = 0x22;
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layout (std140, set = 3, binding = 0)
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uniform u_locals {
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mat4 model_mat;
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@ -542,16 +539,19 @@ void main() {
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// vec3 col = /*srgb_to_linear*/(f_col + hash(vec4(floor(f_pos * 3.0 - f_norm * 0.5), 0)) * 0.01); // Small-scale noise
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vec3 surf_color = illuminate(max_light, view_dir, col * emitted_light, col * reflected_light);
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#ifdef EXPERIMENTAL_SNOWGLITTER
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if (f_kind == SNOW || f_kind == ART_SNOW) {
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if (f_kind == BLOCK_SNOW || f_kind == BLOCK_ART_SNOW) {
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float cam_distance = distance(cam_pos.xyz, f_pos);
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vec4 pos = vec4(f_pos + focus_off.xyz, 0.0);
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vec3 pos = f_pos + focus_off.xyz;
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vec4 dir = vec4(view_dir, 0.0);
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float map = max(snoise(pos * 2.0 - dir * 3.0), 0.0);
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float map = max(noise_3d(pos), 0.0);
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float rand = hash(floor(pos * 30.0 + hash(pos * 2.0) + dir * 2.0));
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float random = max(rand - 0.99, 0.0) * 100.0;
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surf_color += pow(random, 10) * map * 10.0 / max(1.0, cam_distance * 0.1);
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vec4 lpos = vec4(floor(pos * 35.0), 0.0);
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vec3 n = normalize(vec3(hash(lpos + 128), hash(lpos - 435), hash(lpos + 982)));
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float s = pow(abs(dot(n, view_dir)), 4.0);
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surf_color += pow(map * s, 10.0) * 5.0 / max(1.0, cam_distance * 0.5);
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}
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#endif
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