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Better AO, fixed cloud pixelation
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parent
d91d66027a
commit
df5aa93fd7
@ -16,15 +16,12 @@ vec2 cloud_at(vec3 pos) {
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float tick_offs = 0.0
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+ texture(t_noise, scaled_pos * 0.0005 - time_of_day.x * 0.00002).x * 0.5
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+ texture(t_noise, scaled_pos * 0.000015).x * 5.0;
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+ texture(t_noise, scaled_pos * 0.0015).x * 0.25;
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float value = (
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0.0
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+ texture(t_noise, scaled_pos * 0.0003 + tick_offs).x
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+ texture(t_noise, scaled_pos * 0.0015 - tick_offs * 2.0).x * 0.5
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//+ texture(t_noise, scaled_pos * 0.0025 - time_of_day.x * 0.0002).x * 0.25
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//+ texture(t_noise, scaled_pos * 0.008 + time_of_day.x * 0.0004).x * 0.15
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//+ texture(t_noise, scaled_pos * 0.02 + tick_offs + time_of_day.x * 0.0004).x * 0.2
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) / 3.0;
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value += (0.0
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@ -87,7 +87,7 @@ impl Meshable<SpritePipeline, SpritePipeline> for Segment {
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SpriteVertex::new(
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origin,
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norm,
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linear_to_srgb(srgb_to_linear(col) * ao * light),
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linear_to_srgb(srgb_to_linear(col) * light.min(ao)),
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)
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},
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&[[[1.0; 3]; 3]; 3],
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@ -112,7 +112,7 @@ fn create_quad<P: Pipeline, F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P
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let darkness = darkness_ao.map(|e| e.0);
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let ao = darkness_ao.map(|e| e.1);
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let ao_map = ao;
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let ao_map = ao * 0.75 + 0.25;
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if ao[0].min(ao[2]).min(darkness[0]).min(darkness[2])
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< ao[1].min(ao[3]).min(darkness[1]).min(darkness[3])
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