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https://gitlab.com/veloren/veloren.git
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Optimised fragment and vertex shaders. Framebuffer depth target changed from DEPTH24_STENCIL8 to DEPTH24 for faster depth writing and reading (no bitwise operations needed).
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@ -3,9 +3,8 @@
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#include <globals.glsl>
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in vec3 f_pos;
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in vec3 f_norm;
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in vec3 f_col;
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flat in uint f_bone_idx;
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flat in vec3 f_norm;
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layout (std140)
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uniform u_locals {
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@ -28,13 +27,7 @@ uniform u_bones {
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out vec4 tgt_color;
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void main() {
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vec3 world_norm = (
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model_mat *
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bones[f_bone_idx].bone_mat *
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vec4(f_norm, 0.0)
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).xyz;
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vec3 light = get_sun_diffuse(world_norm, time_of_day.x) + light_at(f_pos, world_norm);
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) + light_at(f_pos, f_norm);
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vec3 surf_color = model_col.rgb * f_col * 2.0 * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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@ -23,17 +23,24 @@ uniform u_bones {
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};
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out vec3 f_pos;
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out vec3 f_norm;
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out vec3 f_col;
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flat out uint f_bone_idx;
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flat out vec3 f_norm;
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void main() {
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f_pos = (model_mat *
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bones[v_bone_idx].bone_mat *
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// Pre-calculate bone matrix
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mat4 combined_mat = model_mat * bones[v_bone_idx].bone_mat;
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f_pos = (
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combined_mat *
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vec4(v_pos, 1)).xyz;
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f_norm = v_norm;
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f_col = v_col;
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f_bone_idx = v_bone_idx;
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// Calculate normal here rather than for each pixel in the fragment shader
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f_norm = (
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combined_mat *
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vec4(v_norm, 0.0)
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).xyz;
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gl_Position = proj_mat * view_mat * vec4(f_pos, 1);
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}
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@ -16,19 +16,32 @@ vec3 light_at(vec3 wpos, vec3 wnorm) {
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const float LIGHT_AMBIENCE = 0.025;
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vec3 light = vec3(0);
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for (uint i = 0u; i < light_count.x; i ++) {
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vec3 light_pos = lights[i].light_pos.xyz;
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float strength = attenuation_strength(wpos - light_pos);
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vec3 color = strength
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* lights[i].light_col.rgb
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* lights[i].light_col.a;
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for (uint i = 0u; i < light_count.x; i++) {
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if (max(max(color.r, color.g), color.b) < 0.002) {
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continue;
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}
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// Only access the array once
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Light L = lights[i];
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light += color * clamp(dot(normalize(light_pos - wpos), wnorm), LIGHT_AMBIENCE, 1.0);
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vec3 light_pos = L.light_pos.xyz;
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// Pre-calculate difference between light and fragment
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vec3 difference = light_pos - wpos;
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float strength = attenuation_strength(difference);
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// Multiply the vec3 only once
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vec3 color = L.light_col.rgb * (strength * L.light_col.a);
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// This is commented out to avoid conditional branching. See here: https://community.khronos.org/t/glsl-float-multiply-by-zero/104391
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// if (max(max(color.r, color.g), color.b) < 0.002) {
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// continue;
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// }
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// Old: light += color * clamp(dot(normalize(difference), wnorm), LIGHT_AMBIENCE, 1.0);
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// The dot product cannot be greater than one, so no need to clamp max value
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// Also, rather than checking if it is smaller than LIGHT_AMBIENCE, add LIGHT_AMBIENCE instead
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light += color * (max(0, dot(normalize(difference), wnorm)) + LIGHT_AMBIENCE);
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}
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return light;
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}
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}
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@ -37,17 +37,20 @@ vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
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float sun_light = get_sun_brightness(sun_dir);
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// clamp() changed to max() as sun_dir.z is produced from a cos() function and therefore never greater than 1
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vec3 sun_color = normalize(mix(
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mix(
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DUSK_LIGHT,
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NIGHT_LIGHT,
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clamp(sun_dir.z, 0, 1)
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max(sun_dir.z, 0)
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),
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DAY_LIGHT,
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clamp(-sun_dir.z, 0, 1)
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max(-sun_dir.z, 0)
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));
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vec3 diffuse_light = (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0) * sun_color) * sun_light + PERSISTENT_AMBIANCE;
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// Multiply floats together before multiplying with sun_color (1 multiplication vs 3)
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vec3 diffuse_light = sun_color * (max(dot(-norm, sun_dir), 0.0) * sun_light + SUN_AMBIANCE) + PERSISTENT_AMBIANCE;
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return diffuse_light;
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}
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@ -56,73 +59,74 @@ vec3 rand_offs(vec3 pos) {
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return sin(pos * vec3(1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5));
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}
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vec3 get_sky_color(vec3 dir, float time_of_day) {
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// The loop has been removed as the result was always 1, not an accumulation of values
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float is_star_at(vec3 dir) {
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// Stars
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float star_scale = 30.0;
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float star = 0.0;
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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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// Star positions
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vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale;
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float star_scale = 15.0;
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// Noisy offsets
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pos += 3.0 * rand_offs(pos) / star_scale;
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// Star positions
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vec3 pos = floor(dir * star_scale) / star_scale;
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// Find distance to fragment
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float dist = length(normalize(pos) - dir);
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pos += rand_offs(pos) / star_scale;
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// Star threshold
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if (dist < 0.0015) {
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star = 1.0;
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}
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}
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}
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// Find distance to fragment
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float dist = length(normalize(pos) - dir);
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// Star threshold
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if (dist < 0.0015) {
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return 1.0;
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}
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// Sky color
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return 0.0;
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}
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vec3 get_sky_color(vec3 dir, float time_of_day) {
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// Sky color
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vec3 sun_dir = get_sun_dir(time_of_day);
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// Add white dots for stars. Note these flicker and jump due to FXAA
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float star = is_star_at(dir);
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// Replaced all clamp(sun_dir, 0, 1) with max(sun_dir, 0) because sun_dir is calculated from sin and cos, which are never > 1
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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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max(sun_dir.z, 0)
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),
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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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max(-sun_dir.z, 0)
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) + star;
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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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max(sun_dir.z, 0)
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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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max(-sun_dir.z, 0)
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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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max(sun_dir.z, 0)
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),
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SKY_DAY_BOT,
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clamp(-sun_dir.z, 0, 1)
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max(-sun_dir.z, 0)
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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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pow(max(-dir.z, 0), 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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max(dir.z, 0)
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);
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// Sun
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@ -139,8 +143,9 @@ vec3 get_sky_color(vec3 dir, float time_of_day) {
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float fog(vec2 f_pos, vec2 focus_pos) {
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float dist = distance(f_pos, focus_pos) / view_distance.x;
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float min_fog = 0.5;
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float max_fog = 1.0;
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const float min_fog = 0.5;
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const float max_fog = 1.0;
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const float diff_fog = 0.5; // max - min
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return pow(clamp((dist - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
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}
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return pow(clamp((dist - min_fog) / (diff_fog), 0.0, 1.0), 1.7);
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}
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@ -3,7 +3,7 @@
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#include <globals.glsl>
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in vec3 f_pos;
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flat in uint f_pos_norm;
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flat in vec3 f_norm;
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in vec3 f_col;
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in float f_light;
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@ -18,18 +18,6 @@ out vec4 tgt_color;
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#include <light.glsl>
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void main() {
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// Calculate normal from packed data
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vec3 f_norm;
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
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if (norm_axis == 0u) {
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f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
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} else if (norm_axis == 1u) {
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f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
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} else {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
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vec3 surf_color = f_col * light;
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@ -11,10 +11,13 @@ uniform u_locals {
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};
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out vec3 f_pos;
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flat out uint f_pos_norm;
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flat out vec3 f_norm;
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out vec3 f_col;
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out float f_light;
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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void main() {
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f_pos = vec3(
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float((v_pos_norm >> 0) & 0x00FFu),
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@ -22,7 +25,14 @@ void main() {
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float((v_pos_norm >> 16) & 0x1FFFu)
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) + model_offs;
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f_pos_norm = v_pos_norm;
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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f_col = vec3(
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float((v_col_light >> 8) & 0xFFu),
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@ -36,4 +46,4 @@ void main() {
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proj_mat *
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view_mat *
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vec4(f_pos, 1);
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}
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}
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@ -24,7 +24,7 @@ void main() {
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if (w_pos.w == 1.0) {
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// In-game element
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gl_Position = proj_mat * (view_mat * w_pos + vec4(v_pos, 0.0, 0.0));
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gl_Position = proj_mat * view_mat * w_pos + vec4(v_pos, 0.0, 0.0);
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} else {
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// Interface element
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gl_Position = vec4(v_pos, 0.0, 1.0);
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@ -18,12 +18,12 @@ use vek::*;
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/// Represents the format of the pre-processed color target.
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pub type TgtColorFmt = gfx::format::Rgba16F;
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/// Represents the format of the pre-processed depth target.
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pub type TgtDepthFmt = gfx::format::DepthStencil;
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pub type TgtDepthFmt = gfx::format::Depth;
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/// Represents the format of the window's color target.
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pub type WinColorFmt = gfx::format::Rgba8;
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/// Represents the format of the window's depth target.
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pub type WinDepthFmt = gfx::format::DepthStencil;
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pub type WinDepthFmt = gfx::format::Depth;
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/// A handle to a pre-processed color target.
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pub type TgtColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, TgtColorFmt>;
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