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415 lines
16 KiB
GLSL
415 lines
16 KiB
GLSL
#ifndef LOD_GLSL
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#define LOD_GLSL
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#include <random.glsl>
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#include <sky.glsl>
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#include <srgb.glsl>
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layout(set = 0, binding = 7) uniform texture2D t_horizon;
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layout(set = 0, binding = 8) uniform sampler s_horizon;
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const float MIN_SHADOW = 0.33;
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vec2 pos_to_tex(vec2 pos) {
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// Want: (pixel + 0.5)
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vec2 uv_pos = (focus_off.xy + pos + 16) / 32.0;
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return vec2(uv_pos.x, 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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// Computes atan(y, x), except with more stability when x is near 0.
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float atan2(in float y, in float x) {
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bool s = (abs(x) > abs(y));
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return mix(PI/2.0 - atan(x,y), atan(y,x), s);
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}
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// NOTE: We assume the sampled coordinates are already in "texture pixels".
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vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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// TODO: remove all textureSize calls and replace with constants
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vec2 texSize = textureSize(sampler2D(tex, sampl), 0);
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vec2 invTexSize = 1.0 / texSize;
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/* texCoords.y = texSize.y - texCoords.y; */
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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 c = texCoords.xxyy + vec2 (-1, +1).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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/* // Correct for map rotaton.
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offset.zw = 1.0 - offset.zw; */
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vec4 sample0 = texture(sampler2D(tex, sampl), offset.xz);
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vec4 sample1 = texture(sampler2D(tex, sampl), offset.yz);
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vec4 sample2 = texture(sampler2D(tex, sampl), offset.xw);
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vec4 sample3 = texture(sampler2D(tex, sampl), offset.yw);
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// vec4 sample0 = texelFetch(sampler, offset.xz, 0);
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// vec4 sample1 = texelFetch(sampler, offset.yz, 0);
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// vec4 sample2 = texelFetch(sampler, offset.xw, 0);
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// vec4 sample3 = texelFetch(sampler, offset.yw, 0);
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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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vec4 textureMaybeBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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return textureBicubic(tex, sampl, texCoords);
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#else
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vec2 offset = (texCoords + vec2(-1.0, 0.5)) / textureSize(sampler2D(tex, sampl), 0);
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return texture(sampler2D(tex, sampl), offset);
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#endif
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}
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// 16 bit version (each of the 2 8-bit components are combined after bilinear sampling)
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// NOTE: We assume the sampled coordinates are already in "texture pixels".
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vec2 textureBicubic16(texture2D tex, sampler sampl, vec2 texCoords) {
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vec2 texSize = textureSize(sampler2D(tex, sampl), 0);
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vec2 invTexSize = 1.0 / texSize;
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/* texCoords.y = texSize.y - texCoords.y; */
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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 c = texCoords.xxyy + vec2 (-1, +1).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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/* // Correct for map rotaton.
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offset.zw = 1.0 - offset.zw; */
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vec4 sample0_v4 = textureLod(sampler2D(tex, sampl), offset.xz, 0);
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vec4 sample1_v4 = textureLod(sampler2D(tex, sampl), offset.yz, 0);
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vec4 sample2_v4 = textureLod(sampler2D(tex, sampl), offset.xw, 0);
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vec4 sample3_v4 = textureLod(sampler2D(tex, sampl), offset.yw, 0);
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vec2 sample0 = sample0_v4.rb / 256.0 + sample0_v4.ga;
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vec2 sample1 = sample1_v4.rb / 256.0 + sample1_v4.ga;
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vec2 sample2 = sample2_v4.rb / 256.0 + sample2_v4.ga;
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vec2 sample3 = sample3_v4.rb / 256.0 + sample3_v4.ga;
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// vec4 sample0 = texelFetch(sampler, offset.xz, 0);
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// vec4 sample1 = texelFetch(sampler, offset.yz, 0);
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// vec4 sample2 = texelFetch(sampler, offset.xw, 0);
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// vec4 sample3 = texelFetch(sampler, offset.yw, 0);
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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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// Gets the altitude at a position relative to focus_off.
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float alt_at(vec2 pos) {
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vec4 alt_sample = textureLod/*textureBicubic16*/(sampler2D(t_alt, s_alt), wpos_to_uv(focus_off.xy + pos), 0);
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return (/*round*/((alt_sample.r / 256.0 + alt_sample.g) * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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// return 0.0
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// + pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
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// + texture(t_noise, pos * 0.001).x * 100.0
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// + texture(t_noise, pos * 0.003).x * 30.0;
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}
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float alt_at_real(vec2 pos) {
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// Basic idea: only really need the real altitude for an accurate water height estimation, so if we are in the cheap shader take a shortcut.
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// #if (FLUID_MODE == FLUID_MODE_LOW)
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// return alt_at(pos);
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// #elif (FLUID_MODE == FLUID_MODE_SHINY)
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return (/*round*/(textureBicubic16(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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// #endif
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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// return 0.0
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// + pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
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// + texture(t_noise, pos * 0.001).x * 100.0
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// + texture(t_noise, pos * 0.003).x * 30.0;
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}
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float horizon_at2(vec4 f_horizons, float alt, vec3 pos, vec4 light_dir) {
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const float PI_2 = 3.1415926535897932384626433832795 / 2.0;
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const float MIN_LIGHT = 0.0;//0.115/*0.0*/;
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// return 1.0;
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/*
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let shade_frac = horizon_map
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.and_then(|(angles, heights)| {
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chunk_idx
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.and_then(|chunk_idx| angles.get(chunk_idx))
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.map(|&e| (e as f64, heights))
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})
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.and_then(|(e, heights)| {
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chunk_idx
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.and_then(|chunk_idx| heights.get(chunk_idx))
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.map(|&f| (e, f as f64))
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})
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.map(|(angle, height)| {
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let w = 0.1;
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if angle != 0.0 && light_direction.x != 0.0 {
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let deltax = height / angle;
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let lighty = (light_direction.y / light_direction.x * deltax).abs();
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let deltay = lighty - height;
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let s = (deltay / deltax / w).min(1.0).max(0.0);
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// Smoothstep
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s * s * (3.0 - 2.0 * s)
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} else {
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1.0
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}
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})
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.unwrap_or(1.0);
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*/
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// vec2 f_horizon;
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/* if (light_dir.z >= 0) {
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return 0.0;
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} */
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/* if (light_dir.x >= 0) {
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f_horizon = f_horizons.rg;
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// f_horizon = f_horizons.ba;
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} else {
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f_horizon = f_horizons.ba;
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// f_horizon = f_horizons.rg;
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}
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return 1.0; */
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/* bvec2 f_mode = lessThan(vec2(light_dir.x), vec2(1.0));
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f_horizon = mix(f_horizons.ba, f_horizons.rg, f_mode); */
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// f_horizon = mix(f_horizons.rg, f_horizons.ba, clamp(light_dir.x * 10000.0, 0.0, 1.0));
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vec2 f_horizon = mix(f_horizons.rg, f_horizons.ba, bvec2(light_dir.x < 0.0));
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// vec2 f_horizon = mix(f_horizons.ba, f_horizons.rg, clamp(light_dir.x * 10000.0, 0.0, 1.0));
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// f_horizon = mix(f_horizons.ba, f_horizons.rg, bvec2(lessThan(light_dir.xx, vec2(0.0))));
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/* if (f_horizon.x <= 0) {
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return 1.0;
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} */
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float angle = tan(f_horizon.x * PI_2);
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/* if (angle <= 0.0001) {
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return 1.0;
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} */
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float height = f_horizon.y * /*1300.0*//*1278.7266845703125*/view_distance.w + view_distance.z;
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const float w = 0.1;
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float deltah = height - alt - focus_off.z;
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//if (deltah < 0.0001/* || angle < 0.0001 || abs(light_dir.x) < 0.0001*/) {
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// return 1.0;
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/*} else */{
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float lighta = /*max*/(-light_dir.z/*, 0.0*/) / max(abs(light_dir.x), 0.0001);
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// NOTE: Ideally, deltah <= 0.0 is a sign we have an oblique horizon angle.
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float deltax = deltah / max(angle, 0.0001)/*angle*/;
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float lighty = lighta * deltax;
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float deltay = lighty - deltah + max(pos.z - alt, 0.0);
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// NOTE: the "real" deltah should always be >= 0, so we know we're only handling the 0 case with max.
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float s = mix(max(min(max(deltay, 0.0) / max(deltax, 0.0001) / w, 1.0), 0.0), 1.0, deltah <= 0);
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return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT);
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/* if (lighta >= angle) {
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return 1.0;
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} else {
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return MIN_LIGHT;
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} */
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// float deltah = height - alt;
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// float deltah = max(height - alt, 0.0);
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// float lighty = abs(sun_dir.z / sun_dir.x * deltax);
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// float lighty = abs(sun_dir.z / sun_dir.x * deltax);
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// float deltay = lighty - /*pos.z*//*deltah*/(deltah + max(pos.z - alt, 0.0))/*deltah*/;
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// float s = max(min(max(deltay, 0.0) / deltax / w, 1.0), 0.0);
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// Smoothstep
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// return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT);
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}
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}
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// float horizon_at(vec3 pos, /*float time_of_day*/vec3 light_dir) {
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// vec4 f_horizons = textureMaybeBicubic(t_horizon, pos_to_tex(pos.xy));
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// // f_horizons.xyz = /*linear_to_srgb*/(f_horizons.xyz);
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// float alt = alt_at_real(pos.xy);
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// return horizon_at2(f_horizons, alt, pos, light_dir);
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// }
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vec2 splay(vec2 pos) {
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// const float SPLAY_MULT = 1048576.0;
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float len_2 = dot(pos, pos);
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float len_pow = len_2 * sqrt(len_2);
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// float len_pow = pow(len/* * SQRT_2*//* * 0.5*/, 3.0);
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// vec2 splayed = pos * pow(len * 0.5, 3.0) * SPLAY_MULT;
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const float SQRT_2 = sqrt(2.0) / 2.0;
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// /const float CBRT_2 = cbrt(2.0) / 2.0;
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// vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len * 0.5, 3.0) * (SPLAY_MULT - view_distance.x));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(sampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/));
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if (abs(pos.x) > 0.99 || abs(pos.y) > 0.99) {
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splayed *= 10.0;
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}
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return splayed;
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// Radial: pos.x = r - view_distance.x from focus_pos, pos.y = θ from cam_pos to focus_pos on xy plane.
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// const float PI_2 = 3.1415926535897932384626433832795;
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// float squared = pos.x * pos.x;
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// // // vec2 splayed2 = pos * vec2(squared * (SPLAY_MULT - view_distance.x), PI);
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// vec2 splayed2 = pos * vec2(squared * (textureSize(t_alt, 0).x * 32.0 - view_distance.x), PI);
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// float r = splayed2.x + view_distance.x;
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// vec2 theta = vec2(cos(splayed2.y), sin(splayed2.y));
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// return r * theta;
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// // mat2 rot_mat = mat2(vec2(theta.x, -theta.y), theta.yx);
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// // return r * /*normalize(normalize(focus_pos.xy - cam_pos.xy) + theta);*/rot_mat * normalize(focus_pos.xy - cam_pos.xy);
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// return splayed;
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}
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vec3 lod_norm(vec2 f_pos/*vec3 pos*/, vec4 square) {
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// const float SAMPLE_W = 32;
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// vec2 f_pos = pos.xy;
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// float altx0 = alt_at_real(f_pos + vec2(-1.0, 0) * SAMPLE_W);
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// float altx1 = alt_at_real(f_pos + vec2(1.0, 0) * SAMPLE_W);
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// float alty0 = alt_at_real(f_pos + vec2(0, -1.0) * SAMPLE_W);
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// float alty1 = alt_at_real(f_pos + vec2(0, 1.0) * SAMPLE_W);
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float altx0 = alt_at(vec2(square.x, f_pos.y));
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float altx1 = alt_at(vec2(square.z, f_pos.y));
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float alty0 = alt_at(vec2(f_pos.x, square.y));
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float alty1 = alt_at(vec2(f_pos.x, square.w));
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float slope = abs(altx1 - altx0) + abs(alty0 - alty1);
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// vec3 norm = normalize(cross(
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// vec3(/*2.0 * SAMPLE_W*/square.z - square.x, 0.0, altx1 - altx0),
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// vec3(0.0, /*2.0 * SAMPLE_W*/square.w - square.y, alty1 - alty0)
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// ));
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vec3 norm = normalize(vec3(
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(altx0 - altx1) / (square.z - square.x),
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(alty0 - alty1) / (square.w - square.y),
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1.0
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//(abs(square.w - square.y) + abs(square.z - square.x)) / (slope + 0.00001) // Avoid NaN
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));
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/* vec3 norm = normalize(vec3(
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(altx0 - altx1) / (2.0 * SAMPLE_W),
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(alty0 - alty1) / (2.0 * SAMPLE_W),
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(2.0 * SAMPLE_W) / (slope + 0.00001) // Avoid NaN
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)); */
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return faceforward(norm, vec3(0.0, 0.0, -1.0)/*pos - cam_pos.xyz*/, norm);
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}
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vec3 lod_norm(vec2 f_pos/*vec3 pos*/) {
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const float SAMPLE_W = 32;
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vec3 norm = lod_norm(f_pos, vec4(f_pos - vec2(SAMPLE_W), f_pos + vec2(SAMPLE_W)));
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#ifdef EXPERIMENTAL_PROCEDURALLODDETAIL
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vec2 wpos = f_pos + focus_off.xy;
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norm.xy += vec2(
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textureLod(sampler2D(t_noise, s_noise), wpos / 250, 0).x - 0.5,
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textureLod(sampler2D(t_noise, s_noise), wpos / 250 + 0.5, 0).x - 0.5
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) * 0.25 / pow(norm.z + 0.1, 3);
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norm.xy += vec2(
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textureLod(sampler2D(t_noise, s_noise), wpos / 100, 0).x - 0.5,
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textureLod(sampler2D(t_noise, s_noise), wpos / 100 + 0.5, 0).x - 0.5
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) * 0.25 / pow(norm.z + 0.1, 3);
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norm = normalize(norm);
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#endif
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return norm;
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}
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vec3 lod_pos(vec2 pos, vec2 focus_pos) {
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// Remove spiking by "pushing" vertices towards local optima
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vec2 delta = splay(pos);
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vec2 hpos = focus_pos + delta;
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#ifndef EXPERIMENTAL_BAREMINIMUM
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vec2 nhpos = hpos;
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// vec2 lod_shift = splay(abs(pos) - 1.0 / view_distance.y);
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float shift = 15.0;// min(lod_shift.x, lod_shift.y) * 0.5;
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for (int i = 0; i < 3; i ++) {
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// vec4 square = focus_pos.xy + vec4(splay(pos - vec2(1.0, 1.0), splay(pos + vec2(1.0, 1.0))));
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nhpos -= lod_norm(hpos).xy * shift;
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}
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hpos = hpos + normalize(nhpos - hpos + 0.001) * min(length(nhpos - hpos), 32);
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#endif
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return vec3(hpos, alt_at_real(hpos));
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}
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#ifdef HAS_LOD_FULL_INFO
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layout(set = 0, binding = 10)
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uniform texture2D t_map;
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layout(set = 0, binding = 11)
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uniform sampler s_map;
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vec3 lod_col(vec2 pos) {
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#ifdef EXPERIMENTAL_PROCEDURALLODDETAIL
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vec2 wpos = pos + focus_off.xy;
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vec2 shift = vec2(
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|
textureLod(sampler2D(t_noise, s_noise), wpos / 200, 0).x - 0.5,
|
|
textureLod(sampler2D(t_noise, s_noise), wpos / 200 + 0.5, 0).x - 0.5
|
|
) * 64 + vec2(
|
|
textureLod(sampler2D(t_noise, s_noise), wpos / 50, 0).x - 0.5,
|
|
textureLod(sampler2D(t_noise, s_noise), wpos / 50 + 0.5, 0).x - 0.5
|
|
) * 48;
|
|
pos += shift;
|
|
wpos += shift;
|
|
#endif
|
|
|
|
vec3 col = textureBicubic(t_map, s_map, pos_to_tex(pos)).rgb;
|
|
|
|
/*
|
|
#ifdef EXPERIMENTAL_PROCEDURALLODDETAIL
|
|
col *= pow(vec3(
|
|
textureLod(sampler2D(t_noise, s_noise), wpos / 40, 0).x - 0.5,
|
|
textureLod(sampler2D(t_noise, s_noise), wpos / 50 + 0.5, 0).x - 0.5,
|
|
textureLod(sampler2D(t_noise, s_noise), wpos / 45 + 0.75, 0).x - 0.5
|
|
) + 1.0, vec3(0.5));
|
|
#endif
|
|
*/
|
|
|
|
return col;
|
|
}
|
|
#endif
|
|
|
|
vec3 water_diffuse(vec3 color, vec3 dir, float max_dist) {
|
|
if (medium.x == 1) {
|
|
float f_alt = alt_at(cam_pos.xy);
|
|
float fluid_alt = max(cam_pos.z + 1, floor(f_alt + 1));
|
|
|
|
float water_dist = clamp((fluid_alt - cam_pos.z) / pow(max(dir.z, 0), 2), 0, max_dist);
|
|
|
|
float fade = pow(0.95, water_dist);
|
|
|
|
return mix(vec3(0.0, 0.2, 0.5)
|
|
* (get_sun_brightness() * get_sun_color() + get_moon_brightness() * get_moon_color())
|
|
* pow(0.99, max((fluid_alt - cam_pos.z) * 12.0 - dir.z * 200, 0)), color.rgb * exp(-MU_WATER * water_dist * 0.1), fade);
|
|
} else {
|
|
return color;
|
|
}
|
|
}
|
|
|
|
#endif
|