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Use dedicated fragment shader
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101
assets/voxygen/shaders/lod-object-frag.glsl
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101
assets/voxygen/shaders/lod-object-frag.glsl
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@ -0,0 +1,101 @@
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#version 420 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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#include <globals.glsl>
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layout(location = 0) in vec3 f_pos;
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layout(location = 1) flat in vec3 f_norm;
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layout(location = 2) in vec4 f_col;
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layout(location = 0) out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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#include <lod.glsl>
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const float FADE_DIST = 32.0;
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void main() {
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1);
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return;
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#endif
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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vec3 view_dir = -cam_to_frag;
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY)
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float f_alt = alt_at(f_pos.xy);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP)
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float f_alt = f_pos.z;
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#endif
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP)
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vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy));
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float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE)
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float sun_shade_frac = 1.0;
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#endif
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float moon_shade_frac = 1.0;
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DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos);
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DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac);
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vec3 surf_color = f_col.rgb;
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float alpha = 1.0;
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const float n2 = 1.5;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
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const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
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const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
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const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
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float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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vec3 k_a = vec3(1.0);
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(R_s);
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vec3 emitted_light, reflected_light;
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// This is a bit of a hack. Because we can't find the volumetric lighting of each particle (they don't talk to the
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// CPU) we need to some how find an approximation of how much the sun is blocked. We do this by fading out the sun
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// as the particle moves underground. This isn't perfect, but it does at least mean that particles don't look like
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// they're exposed to the sun when in dungeons
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const float SUN_FADEOUT_DIST = 20.0;
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sun_info.block *= clamp((f_pos.z - f_alt) / SUN_FADEOUT_DIST + 1, 0, 1);
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// To account for prior saturation.
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float max_light = 0.0;
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vec3 cam_attenuation = vec3(1);
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float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1));
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vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0);
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//#if (FLUID_MODE == FLUID_MODE_SHINY)
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// cam_attenuation =
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// medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos)
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// : compute_attenuation_point(f_pos, -view_dir, vec3(0), fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz);
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//#endif
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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//max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
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// Temporarily disable particle transparency to avoid artifacts
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tgt_color = vec4(surf_color, 1.0 /*f_col.a*/);
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}
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@ -25,7 +25,6 @@ layout(location = 3) in vec3 inst_pos;
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layout(location = 0) out vec3 f_pos;
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layout(location = 1) out vec3 f_norm;
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layout(location = 2) out vec4 f_col;
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layout(location = 3) out float f_reflect;
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void main() {
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f_pos = inst_pos + v_pos - focus_off.xyz;
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@ -34,8 +33,7 @@ void main() {
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f_pos.z -= pull_down;
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f_norm = v_norm;
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f_col = vec4(vec3(0, 0.2, 0), 1.0);//vec4(v_col, 1.0);
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f_reflect = 1.0;
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f_col = vec4(vec3(0, 0.025, 0.015), 1.0);//vec4(v_col, 1.0);
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gl_Position =
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all_mat *
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@ -7,7 +7,7 @@ use crate::{
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};
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// In chunks
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pub const ZONE_SIZE: u32 = 64;
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pub const ZONE_SIZE: u32 = 32;
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#[derive(Copy, Clone, Hash, PartialEq, Eq, Debug, Serialize, Deserialize, EnumIter)]
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#[repr(u16)]
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@ -110,6 +110,7 @@ struct ShaderModules {
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sprite_vert: wgpu::ShaderModule,
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sprite_frag: wgpu::ShaderModule,
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lod_object_vert: wgpu::ShaderModule,
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lod_object_frag: wgpu::ShaderModule,
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particle_vert: wgpu::ShaderModule,
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particle_frag: wgpu::ShaderModule,
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trail_vert: wgpu::ShaderModule,
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@ -298,6 +299,7 @@ impl ShaderModules {
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sprite_vert: create_shader("sprite-vert", ShaderKind::Vertex)?,
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sprite_frag: create_shader("sprite-frag", ShaderKind::Fragment)?,
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lod_object_vert: create_shader("lod-object-vert", ShaderKind::Vertex)?,
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lod_object_frag: create_shader("lod-object-frag", ShaderKind::Fragment)?,
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particle_vert: create_shader("particle-vert", ShaderKind::Vertex)?,
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particle_frag: create_shader("particle-frag", ShaderKind::Fragment)?,
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trail_vert: create_shader("trail-vert", ShaderKind::Vertex)?,
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@ -559,7 +561,7 @@ fn create_ingame_and_shadow_pipelines(
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lod_object::LodObjectPipeline::new(
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device,
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&shaders.lod_object_vert,
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&shaders.particle_frag,
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&shaders.lod_object_frag,
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&layouts.global,
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pipeline_modes.aa,
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)
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@ -62,6 +62,7 @@ impl assets::Compound for Shaders {
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"sprite-vert",
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"sprite-frag",
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"lod-object-vert",
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"lod-object-frag",
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"particle-vert",
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"particle-frag",
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"trail-vert",
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