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The worst SSR
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@ -27,6 +27,7 @@
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#include <light.glsl>
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// This *MUST* come after `cloud.glsl`: it contains a function that depends on `cloud.glsl` when clouds are enabled
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#include <point_glow.glsl>
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#include <random.glsl>
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layout(set = 2, binding = 0)
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uniform texture2D t_src_color;
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@ -60,6 +61,16 @@ vec3 wpos_at(vec2 uv) {
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}
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}
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vec3 dir_at(vec2 uv) {
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vec4 view_space = all_mat_inv * vec4((uv * 2.0 - 1.0) * vec2(1, -1), 0.0, 1.0);
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view_space /= view_space.w;
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return normalize(view_space.xyz);
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}
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float invlerp(float a, float b, float v) {
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return (v - a) / (b - a);
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}
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void main() {
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vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
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@ -77,6 +88,40 @@ void main() {
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if (color.a < 1.0) {
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cloud_blend = 1.0 - color.a;
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dist = DIST_CAP;
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//color.rgb = vec3(1, 0, 0);
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vec2 uv_refl = uv;
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vec3 wpos_refl = wpos;
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/* for (int i = 0; i < 10; i ++) { */
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/* uv_refl.y -= 0.1; */
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/* wpos_refl += reflect(dir, vec3(0, 0, 1)) * dist * 0.5; */
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/* if (distance(wpos_at(uv_refl), cam_pos.xyz) < distance(wpos_refl, cam_pos.xyz)) { */
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/* color.rgb = mix(color.rgb, texture(sampler2D(t_src_color, s_src_color), uv_refl).rgb, 0.9); */
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/* break; */
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/* } */
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/* } */
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if (dir.z < 0.0) {
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vec3 dir_mid = dir_at(vec2(0, 0));//normalize((all_mat_inv * vec4(0, 0, 0, 0)).xyz);
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vec3 dir_right = dir_at(vec2(1, 0));//normalize((all_mat_inv * vec4(1, 0, 0, 0)).xyz);
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vec3 dir_up = dir_at(vec2(0, 1));//normalize((all_mat_inv * vec4(0, -1, 0, 0)).xyz);
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vec3 surf_norm = normalize(vec3((vec2(noise_3d(vec3((wpos.xy + focus_off.xy) * 0.1, tick.x * 0.3)).x, noise_3d(vec3((wpos.xy + focus_off.xy).yx * 0.1, tick.x * 0.3)).x) - 0.5) * 0.03, 1));
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vec3 refl_dir = reflect(dir, surf_norm);
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float right = invlerp(dir_mid.x, dir_right.x, refl_dir.x);
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float up = invlerp(dir_mid.z, dir_up.z, refl_dir.z);
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vec2 new_uv = vec2(uv.x, up);
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float merge = clamp((1.0 - abs(new_uv.y - 0.5) * 2) * 3.5, 0, 0.75);
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//vec2 new_uv = uv * vec2(1, -1) + vec2(0, 1.1) / (1.0 + dist * 0.000001) + vec2(0, dir.z);
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color.rgb = mix(color.rgb, texture(sampler2D(t_src_color, s_src_color), new_uv).rgb, merge);
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wpos = wpos_at(new_uv);
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dist = distance(wpos, cam_pos.xyz);
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dir = (wpos - cam_pos.xyz) / dist;
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cloud_blend = min(merge * 2.0, 1.0);
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}
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}
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color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
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@ -131,7 +131,7 @@ impl FluidPipeline {
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Add,
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operation: wgpu::BlendOperation::Min,
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},
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}),
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write_mask: wgpu::ColorWrite::ALL,
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