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Fixed maths, improved LoD resolution
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5481df38fe
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9fea150473
@ -16,16 +16,12 @@ float alt_at(vec2 pos) {
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+ texture(t_noise, pos * 0.003).x * 30.0;
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}
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vec2 splay(vec2 pos, float e) {
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return pos * pow(length(pos), e);
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}
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float splay_scale(vec2 pos, float e) {
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return distance(splay(pos, e), splay(pos + 0.001, e)) * 1000000.0;
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vec2 splay(vec2 pos) {
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return pos * pow(length(pos) * 0.5, 3.0);
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}
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vec3 lod_norm(vec2 pos) {
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const float SAMPLE_W = 16;
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const float SAMPLE_W = 32;
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float altx0 = alt_at(pos + vec2(-1, 0) * SAMPLE_W);
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float altx1 = alt_at(pos + vec2(1, 0) * SAMPLE_W);
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@ -41,34 +37,20 @@ vec3 lod_norm(vec2 pos) {
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}
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vec3 lod_pos(vec2 v_pos, vec2 focus_pos) {
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vec2 hpos = focus_pos.xy + splay(v_pos, 4.0) * 1000000.0;
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vec2 hpos = focus_pos.xy + splay(v_pos) * 1000000.0;
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// Remove spiking by "pushing" vertices towards local optima
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vec2 nhpos = hpos;
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for (int i = 0; i < 5; i ++) {
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nhpos -= lod_norm(hpos).xy * 5.0;
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nhpos -= lod_norm(hpos).xy * 10.0;
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}
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hpos = nhpos;
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hpos = hpos + normalize(nhpos - hpos + 0.001) * min(length(nhpos - hpos), 32);
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return vec3(hpos, alt_at(hpos));
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}
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vec3 lod_col(vec2 pos) {
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//return vec3(0, 1, 0);
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//return vec3(0, 0.5, 0);
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return texture(t_map, pos_to_uv(pos)).rgb;
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//+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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vec3 warmth = mix(
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vec3(0.05, 0.4, 0.1),
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vec3(0.5, 0.4, 0.0),
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(texture(t_noise, pos * 0.0002).x - 0.5) * 2.0 + 0.5
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);
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vec3 color = mix(
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warmth,
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vec3(0.3, 0.3, 0.4),
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alt_at(pos) / 1200.0
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);
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return color;
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}
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@ -16,11 +16,11 @@ impl Lod {
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pub fn new(renderer: &mut Renderer, client: &Client) -> Self {
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Self {
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model: renderer
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.create_model(&create_lod_terrain_mesh(300)) //175
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.create_model(&create_lod_terrain_mesh(500))
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.unwrap(),
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locals: renderer.create_consts(&[Locals::default()]).unwrap(),
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map: renderer
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.create_texture(&client.world_map.0, Some(FilterMethod::Bilinear), None)
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.create_texture(&client.world_map.0, Some(FilterMethod::Trilinear), None)
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.expect("Failed to generate map texture"),
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}
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}
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