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Fixed snow biome trees
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911acdd9db
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@ -184,7 +184,10 @@ void main() {
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float ao = f_ao * sqrt(f_ao);//0.25 + f_ao * 0.75; ///*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15;
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vec3 glow = pow(pow(model_glow.w, 2.0) * (max(dot(f_norm, normalize(model_glow.xyz)) * 0.5 + 0.5, 0.0) * 1.0 + max(1.0 - length(model_glow.xyz), 0.0)), 1) * 4 * glow_light(f_pos);
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float glow_mag = length(model_glow.xyz);
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vec3 glow = pow(model_glow.w, 2) * 4
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* glow_light(f_pos)
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* (max(dot(f_norm, model_glow.xyz / glow_mag) * 0.5 + 0.5, 0.0) + max(1.0 - glow_mag, 0.0));
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emitted_light += glow;
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reflected_light *= ao;
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@ -305,6 +305,7 @@ pub fn apply_caves_supplement<'a>(
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}
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}
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#[allow(dead_code)]
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pub fn apply_coral_to(canvas: &mut Canvas) {
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let info = canvas.info();
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@ -313,21 +313,21 @@ impl TreeConfig {
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}
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pub fn pine(rng: &mut impl Rng, scale: f32) -> Self {
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let scale = scale * (1.0 + rng.gen::<f32>().powi(4));
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let scale = scale * (1.0 + rng.gen::<f32>().powi(4) * 0.5);
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let log_scale = 1.0 + scale.log2().max(0.0);
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Self {
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trunk_len: 24.0 * scale,
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trunk_len: 32.0 * scale,
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trunk_radius: 1.25 * scale,
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branch_child_len: 0.4 / scale,
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branch_child_len: 0.35 / scale,
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branch_child_radius: 0.0,
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leaf_radius: 1.5 * log_scale..2.0 * log_scale,
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leaf_radius: 2.5 * log_scale..2.75 * log_scale,
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straightness: 0.0,
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max_depth: 1,
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splits: 50.0..70.0,
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split_range: 0.15..1.2,
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splits: 40.0..50.0,
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split_range: 0.165..1.2,
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branch_len_bias: 0.75,
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leaf_vertical_scale: 0.5,
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leaf_vertical_scale: 0.3,
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proportionality: 1.0,
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inhabited: false,
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}
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@ -443,8 +443,8 @@ impl ProceduralTree {
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const PHI: f32 = 0.618;
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const RAD_PER_BRANCH: f32 = f32::consts::TAU * PHI;
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let screw = (screw_shift + dist * splits as f32 * RAD_PER_BRANCH).sin() * x_axis
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+ (screw_shift + dist * splits as f32 * RAD_PER_BRANCH).cos() * y_axis;
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let screw = (screw_shift + i as f32 * RAD_PER_BRANCH).sin() * x_axis
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+ (screw_shift + i as f32 * RAD_PER_BRANCH).cos() * y_axis;
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// Choose a point close to the branch to act as the target direction for the
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// branch to grow in let split_factor =
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@ -299,7 +299,7 @@ impl World {
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layer::apply_trees_to(&mut canvas, &mut dynamic_rng);
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layer::apply_scatter_to(&mut canvas, &mut dynamic_rng);
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layer::apply_paths_to(&mut canvas);
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layer::apply_coral_to(&mut canvas);
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// layer::apply_coral_to(&mut canvas);
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// Apply site generation
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sim_chunk
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@ -1545,30 +1545,6 @@ impl WorldSim {
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}
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}
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// for locs in cliff_path.windows(3) {
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// let to_prev_idx = NEIGHBORS
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// .iter()
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// .enumerate()
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// .find(|(_, dir)| **dir == locs[0].0 - locs[1].0)
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// .expect("Track locations must be neighbors")
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// .0;
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// let to_next_idx = NEIGHBORS
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// .iter()
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// .enumerate()
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// .find(|(_, dir)| **dir == locs[2].0 - locs[1].0)
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// .expect("Track locations must be neighbors")
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// .0;
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// self.get_mut(locs[0].0).unwrap().cliff.0.neighbors |=
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// 1 << ((to_prev_idx as u8 + 4) % 8);
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// self.get_mut(locs[1].0).unwrap().cliff.0.neighbors |=
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// (1 << (to_prev_idx as u8)) | (1 << (to_next_idx as u8));
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// self.get_mut(locs[2].0).unwrap().cliff.0.neighbors |=
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// 1 << ((to_next_idx as u8 + 4) % 8);
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// self.get_mut(locs[1].0).unwrap().cliff.0.offset =
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// Vec2::new(rng.gen_range(-16..17), rng.gen_range(-16..17)); }
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for cliff in cliffs {
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Spiral2d::new()
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.take((4usize * 2 + 1).pow(2))
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@ -81,7 +81,7 @@ impl Tree {
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canvas.set(wpos, Block::new(BlockKind::Wood, Rgb::new(80, 32, 0)));
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}
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above = true;
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above = false;
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}
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}
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});
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