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Use bicubic interpolation for terrain.
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f6fc9307a1
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@ -7,6 +7,50 @@ vec2 pos_to_uv(vec2 pos) {
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return vec2(uv_pos.x, 1.0 - uv_pos.y);
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}
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// textureBicubic from https://stackoverflow.com/a/42179924
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vec4 cubic(float v) {
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) * (1.0/6.0);
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}
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
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vec2 texSize = textureSize(sampler, 0);
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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vec4 sample0 = texture(sampler, offset.xz);
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vec4 sample1 = texture(sampler, offset.yz);
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vec4 sample2 = texture(sampler, offset.xw);
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vec4 sample3 = texture(sampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(
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mix(sample3, sample2, sx), mix(sample1, sample0, sx)
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, sy);
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}
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float alt_at(vec2 pos) {
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return texture(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0;
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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@ -52,6 +96,6 @@ vec3 lod_pos(vec2 v_pos, vec2 focus_pos) {
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vec3 lod_col(vec2 pos) {
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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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return textureBicubic(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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}
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@ -2,7 +2,6 @@
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#include <globals.glsl>
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#include <sky.glsl>
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#include <srgb.glsl>
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#include <lod.glsl>
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in vec3 f_pos;
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@ -19,7 +18,7 @@ void main() {
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vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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@ -27,7 +26,7 @@ void main() {
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.001).x - 0.5) * 128.0) / 400.0, 0.0);
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float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.0003).x - 0.5) * 128.0) / 400.0, 0.0);
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//float mist_factor = f_norm.z * 2.0;
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color = mix(color, vec3(1.0) * diffuse_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3));
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@ -1612,7 +1612,8 @@ impl<'a> Widget for SettingsWindow<'a> {
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.set(state.ids.lod_detail_text, ui);
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if let Some(new_val) = ImageSlider::discrete(
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((self.global_state.settings.graphics.lod_detail as f32 / 100.0).log(5.0) * 10.0).round() as i32,
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((self.global_state.settings.graphics.lod_detail as f32 / 100.0).log(5.0) * 10.0)
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.round() as i32,
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0,
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20,
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self.imgs.slider_indicator,
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@ -1625,7 +1626,9 @@ impl<'a> Widget for SettingsWindow<'a> {
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.pad_track((5.0, 5.0))
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.set(state.ids.lod_detail_slider, ui)
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{
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events.push(Event::AdjustLodDetail((5.0f32.powf(new_val as f32 / 10.0) * 100.0) as u32));
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events.push(Event::AdjustLodDetail(
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(5.0f32.powf(new_val as f32 / 10.0) * 100.0) as u32,
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));
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}
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Text::new(&format!(
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