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Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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28 changed files with 591 additions and 521 deletions
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@ -2,7 +2,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in float v_light;
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layout (location = 2) in vec4 v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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@ -27,13 +27,13 @@ uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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void main() {
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vec4 modelpos = u_model * vec4(v_position, 1.0);
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vec4 modelpos = u_model * vec4(v_position, 1.0f);
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vec3 pos3d = modelpos.xyz-u_cameraPos;
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modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
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vec4 decomp_light = decompress_light(v_light);
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vec4 decomp_light = v_light;
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vec3 light = decomp_light.rgb;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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