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Rename model_col -> highligh_col to better reflect its usage
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@ -48,7 +48,7 @@ uniform sampler2D t_col_light;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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vec4 highlight_col;
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ivec4 atlas_offs;
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vec3 model_pos;
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// bit 0 - is player
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@ -195,8 +195,8 @@ void main() {
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// light += point_light;
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// diffuse_light += point_light;
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// reflected_light += point_light;
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// vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light);
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light) * model_col.rgb;
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// vec3 surf_color = illuminate(srgb_to_linear(highlight_col.rgb * f_col), light, diffuse_light, ambient_light);
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light) * highlight_col.rgb;
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#if (CLOUD_MODE == CLOUD_MODE_REGULAR)
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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@ -26,7 +26,7 @@ in uint v_ao_bone; */
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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vec4 highlight_col;
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ivec4 atlas_offs;
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vec3 model_pos;
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// bit 0 - is player
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@ -38,7 +38,7 @@ in uint v_atlas_pos;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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vec4 highlight_col;
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ivec4 atlas_offs;
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vec3 model_pos;
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// bit 0 - is player
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@ -24,7 +24,7 @@ in float f_ao;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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vec4 highlight_col;
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ivec4 atlas_offs;
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vec3 model_pos;
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int flags;
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@ -12,7 +12,7 @@ use vek::*;
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gfx_defines! {
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constant Locals {
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model_mat: [[f32; 4]; 4] = "model_mat",
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model_col: [f32; 4] = "model_col",
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highlight_col: [f32; 4] = "highlight_col",
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atlas_offs: [i32; 4] = "atlas_offs",
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model_pos: [f32; 3] = "model_pos",
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flags: u32 = "flags",
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@ -64,7 +64,7 @@ impl Locals {
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Self {
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model_mat: model_mat.into_col_arrays(),
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model_col: col.into_array(),
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highlight_col: col.into_array(),
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model_pos: pos.into_array(),
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atlas_offs: Vec4::from(atlas_offs).into_array(),
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flags,
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