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Rewrote sky shaders, added stars
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@ -36,7 +36,7 @@ vec3 get_sun_dir(float time_of_day) {
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}
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float get_sun_brightness(vec3 sun_dir) {
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return pow(max(-sun_dir.z + 0.3, 0.0), 0.5);
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return max(-sun_dir.z + 0.6, 0.0) * 0.8;
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}
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const float PERSISTENT_AMBIANCE = 0.015;
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@ -51,7 +51,110 @@ float get_sun_diffuse(vec3 norm, float time_of_day) {
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return (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0)) * sun_light + PERSISTENT_AMBIANCE;
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}
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vec3 rand_offs(vec3 pos) {
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return sin(pos * vec3(1473.7 * pos.z, 8891.1 * pos.x, 3813.3 * pos.y));
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}
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vec3 get_sky_color(vec3 dir, float time_of_day) {
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// Stars
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float star_scale = 60.0;
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float dist = 1000.0;
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for (int i = 0; i < 2; i ++) {
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for (int j = 0; j < 2; j ++) {
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for (int k = 0; k < 2; k ++) {
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vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale;
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pos += rand_offs(pos) * 0.2;
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dist = min(dist, length(normalize(pos) - dir));
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}
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}
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}
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float star;
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if (dist < 0.0015) {
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star = 1.0;
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} else {
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star = 0.0;
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}
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// Sky color
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const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.1, 0.15, 0.7);
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const vec3 SKY_DAY_BOT = vec3(0.025, 0.15, 0.35);
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const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3);
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const vec3 SKY_DUSK_MID = vec3(0.9, 0.3, 0.2);
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const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
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const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005);
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const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
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vec3 sun_dir = get_sun_dir(time_of_day);
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vec3 sky_top = mix(
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mix(
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SKY_DUSK_TOP,
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SKY_NIGHT_TOP,
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clamp(sun_dir.z, 0, 1)
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) + star,
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SKY_DAY_TOP,
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clamp(-sun_dir.z, 0, 1)
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);
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vec3 sky_mid = mix(
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mix(
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SKY_DUSK_MID,
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SKY_NIGHT_MID,
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clamp(sun_dir.z, 0, 1)
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),
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SKY_DAY_MID,
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clamp(-sun_dir.z, 0, 1)
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);
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vec3 sky_bot = mix(
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mix(
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SKY_DUSK_BOT,
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SKY_NIGHT_BOT,
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clamp(sun_dir.z, 0, 1)
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),
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SKY_DAY_MID,
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clamp(-sun_dir.z, 0, 1)
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);
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vec3 sky_color = mix(
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mix(
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sky_mid,
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sky_bot,
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pow(clamp(-dir.z, 0, 1), 0.4)
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),
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sky_top,
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pow(clamp(dir.z, 0, 1), 1.0)
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);
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// Sun
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const vec3 SUN_HALO_COLOR = vec3(1.0, 0.35, 0.1) * 0.3;
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const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0;
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vec3 sun_halo = pow(max(dot(dir, -sun_dir) + 0.1, 0.0), 8.0) * SUN_HALO_COLOR;
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vec3 sun_surf = pow(max(dot(dir, -sun_dir) - 0.0045, 0.0), 1000.0) * SUN_SURF_COLOR;
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vec3 sun_light = (sun_halo + sun_surf) * clamp(dir.z * 10.0, 0, 1);
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return sky_color + sun_light;
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/*
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bool objects = true;
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vec2 pos2d = dir.xy / dir.z;
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@ -96,6 +199,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day) {
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);
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return sky_color;
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*/
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}
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float fog(vec2 f_pos, vec2 focus_pos) {
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@ -121,7 +121,7 @@ impl<'a> Sampler for ColumnGen<'a> {
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let dirt = Lerp::lerp(
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Rgb::new(0.2, 0.1, 0.05),
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Rgb::new(0.4, 0.25, 0.0),
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marble_small,
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marble,
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);
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let turf = grass;
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@ -150,7 +150,7 @@ impl<'a> Sampler for ColumnGen<'a> {
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.abs()
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.div(near_0.distance(near_1));
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let on_path = dist_to_path < 5.0 || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0;
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let on_path = dist_to_path < 5.0;// || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0;
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let (alt, ground) = if on_path {
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(alt - 1.0, dirt)
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