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Merge pull request #852 from MihailRis/refactor-world-renderer
update world renderer (part 1)
This commit is contained in:
commit
33053f07ed
45 changed files with 737 additions and 593 deletions
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@ -1,6 +1,9 @@
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#include <shadows>
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#include <fog>
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#define CLOUDS_FOG_FACTOR_MUL 0.3f
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#define CLOUDS_FOG_CURVE_MUL 0.4f
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vec4 effect() {
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vec4 pos = texture(u_position, v_uv);
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float light = 1.0;
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@ -32,6 +35,10 @@ vec4 effect() {
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light = pow(light, u_gamma);
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vec3 fogColor = texture(u_skybox, dir).rgb;
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float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
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float fog = calc_fog(
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length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0,
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mix(1.0, CLOUDS_FOG_FACTOR_MUL, emission),
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mix(1.0, CLOUDS_FOG_CURVE_MUL, emission)
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);
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return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
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}
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@ -15,11 +15,33 @@ uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform vec3 u_sunDir;
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const float BAYER_MATRIX[64] = float[](
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0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0,
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48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
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12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0,
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60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
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3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0,
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51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
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15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0,
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63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
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);
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float calc_bayer(vec2 pos){
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ivec2 p = ivec2(mod(pos, 8.0));
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return BAYER_MATRIX[p.y * 8 + p.x] / 64.0;
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}
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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// anyway it's any alpha-test alternative required
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if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
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if (u_alphaClip) {
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float bayer = calc_bayer(gl_FragCoord.xy);
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if (alpha - bayer < 0.01f) {
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discard;
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}
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alpha = 1.0;
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} else if (alpha < 0.05f) {
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discard;
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}
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f_color = a_color * texColor;
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@ -7,13 +7,17 @@ uniform float u_weatherFogOpacity;
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uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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float calc_fog(float depth) {
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float calc_fog(float depth, float fogFactor, float fogCurve) {
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return min(
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1.0,
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max(pow(depth * u_fogFactor, u_fogCurve),
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max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
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u_weatherFogOpacity))
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);
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}
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float calc_fog(float depth) {
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return calc_fog(depth, 1.0, 1.0);
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}
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#endif // FOG_GLSL_
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