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Make no terrain pop the default
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@ -64,7 +64,7 @@ void main() {
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// Terrain 'pop-in' effect
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#ifndef EXPERIMENTAL_BAREMINIMUM
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#ifndef EXPERIMENTAL_NOTERRAINPOP
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#ifdef EXPERIMENTAL_TERRAINPOP
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(load_time), 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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#endif
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@ -36,7 +36,7 @@ void main() {
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model_pos = v_pos;
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float pull_down = 1.0 / pow(distance(focus_pos.xy, obj_pos.xy) / (view_distance.x * 0.95), 150.0);
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#ifndef EXPERIMENTAL_NOTERRAINPOP
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#ifdef EXPERIMENTAL_TERRAINPOP
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f_pos.z -= pull_down;
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#else
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f_pos.z -= step(0.1, pull_down) * 10000.0;
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@ -147,7 +147,7 @@ void main() {
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f_pos += chunk_offs;
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#ifndef EXPERIMENTAL_BAREMINIMUM
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#ifndef EXPERIMENTAL_NOTERRAINPOP
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#ifdef EXPERIMENTAL_TERRAINPOP
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// Terrain 'pop-in' effect
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(load_time), 10.0), 1.0));
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#endif
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@ -81,7 +81,7 @@ void main() {
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// Terrain 'pop-in' effect
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#ifndef EXPERIMENTAL_BAREMINIMUM
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#ifndef EXPERIMENTAL_NOTERRAINPOP
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#ifdef EXPERIMENTAL_TERRAINPOP
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v_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(load_time), 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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#endif
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@ -513,8 +513,8 @@ pub enum ExperimentalShader {
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LowGlowNearCamera,
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/// Disable the fake voxel effect on LoD features.
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NoLodVoxels,
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/// Disable the 'pop-in' effect when loading terrain.
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NoTerrainPop,
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/// Enable a 'pop-in' effect when loading terrain.
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TerrainPop,
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/// Display grid lines to visualize the distribution of shadow map texels
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/// for the directional light from the sun.
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DirectionalShadowMapTexelGrid,
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