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https://github.com/MihailRis/voxelcore.git
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add clouds shader
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parent
28cd59ebde
commit
8153ddde89
8 changed files with 123 additions and 16 deletions
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@ -8,7 +8,8 @@
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"translucent",
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"background",
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"skybox_gen",
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"shadows"
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"shadows",
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"clouds"
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],
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"post-effects": [
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"default",
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@ -1,4 +1,4 @@
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{
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"clouds": 0.8
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"clouds": 1.0
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}
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@ -2,5 +2,5 @@
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"fog_opacity": 0.98,
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"fog_dencity": 3.6,
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"fog_curve": 0.25,
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"clouds": 0.8
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"clouds": 0.9
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}
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31
res/shaders/clouds.glslf
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31
res/shaders/clouds.glslf
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@ -0,0 +1,31 @@
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layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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#include <world_fragment_header>
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in vec4 a_torchLight;
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uniform sampler2D u_texture0;
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uniform vec3 u_sunDir;
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// flags
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uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform vec4 u_tint;
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void main() {
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f_color.rgb = max(a_torchLight.rgb, a_skyLight);
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f_color.a = 1.0;
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f_color *= u_tint;
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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f_emission = vec4(vec3(a_emission), 1.0);
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}
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49
res/shaders/clouds.glslv
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49
res/shaders/clouds.glslv
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@ -0,0 +1,49 @@
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#include <commons>
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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 vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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#include <world_vertex_header>
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#include <lighting>
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#include <fog>
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#include <sky>
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uniform float u_dayTime;
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out vec4 a_torchLight;
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0f);
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a_modelpos.x += sin(u_timer * 0.05 + a_modelpos.z * 0.002) * 1.5;
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a_modelpos.z += sin(u_timer * 0.2 + a_modelpos.x * 0.002) * 1.5;
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a_modelpos.y += sin(u_timer * 0.1 + (a_modelpos.x + a_modelpos.z) * 0.001) * 2.0;
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_torchLight = vec4(calc_torch_light(
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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), 1.0);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime);
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a_skyLight = skyLightColor.rgb*v_light.a;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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#ifndef ADVANCED_RENDER
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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gl_Position = u_proj * viewmodelpos;
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}
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@ -12,6 +12,7 @@
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#include "maths/FastNoiseLite.h"
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#include "util/timeutil.hpp"
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#include "window/Camera.hpp"
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#include "world/Weather.hpp"
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@ -163,7 +164,7 @@ static inline constexpr int WIDTH = 256;
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static inline constexpr int DEPTH = 256;
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CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
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CloudsRenderer::CloudsRenderer() {
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VolumeRenderer volumeRenderer(1024 * 1024);
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for (int layer = 0; layer < 2; layer++) {
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@ -216,7 +217,6 @@ CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
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CloudsMap map({w, h, d}, voxels);
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timeutil::ScopeLogTimer log2(222);
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volumeRenderer.build(map);
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testMeshes[layer] = std::make_unique<Mesh<ChunkVertex>>(volumeRenderer.createMesh());
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}
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@ -224,9 +224,20 @@ CloudsRenderer::CloudsRenderer(const Assets& assets) : assets(assets) {
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CloudsRenderer::~CloudsRenderer() = default;
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void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
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auto& shader = assets.require<Shader>("main");
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assets.require<Texture>("misc/blank").bind();
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void CloudsRenderer::draw(
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Shader& shader,
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const Weather& weather,
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float timer,
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float fogFactor,
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const Camera& camera
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) {
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float clouds = weather.clouds();
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shader.uniform4f(
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"u_tint",
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glm::vec4(
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1.0f - clouds * 0.5, 1.0f - clouds * 0.45, 1.0f - clouds * 0.4, 1.0f
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)
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);
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float scale = 8;
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float totalWidth = WIDTH * scale;
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@ -235,7 +246,7 @@ void CloudsRenderer::draw(float timer, float fogFactor, const Camera& camera) {
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int cellX = glm::floor(camera.position.x / totalWidth + 0.5f);
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int cellZ = glm::floor(camera.position.z / totalDepth + 0.5f);
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float speed = 10.0f;
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float speed = 4.0f;
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for (int i = 0; i < 2; i++) {
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float speedX = glm::sin(i * 0.3f + 0.4f) * speed / (i + 1);
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float speedZ = -glm::cos(i * 0.3f + 0.4f) * speed / (i + 1);
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@ -4,16 +4,22 @@
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#include <memory>
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class Assets;
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class Camera;
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class Shader;
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struct Weather;
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class CloudsRenderer final {
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public:
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CloudsRenderer(const Assets& assets);
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CloudsRenderer();
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~CloudsRenderer();
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void draw(float timer, float fogFactor, const Camera& camera);
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void draw(
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Shader& shader,
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const Weather& weather,
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float timer,
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float fogFactor,
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const Camera& camera
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);
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private:
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const Assets& assets;
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std::array<std::unique_ptr<Mesh<ChunkVertex>>, 2> testMeshes;
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};
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@ -117,7 +117,7 @@ WorldRenderer::WorldRenderer(
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);
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shadowMapping = std::make_unique<Shadows>(level);
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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cloudsRenderer = std::make_unique<CloudsRenderer>(assets);
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cloudsRenderer = std::make_unique<CloudsRenderer>();
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}
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WorldRenderer::~WorldRenderer() = default;
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@ -207,14 +207,17 @@ void WorldRenderer::renderOpaque(
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particles->render(camera);
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auto& shader = assets.require<Shader>("main");
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auto& cloudsShader = assets.require<Shader>("clouds");
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auto& linesShader = assets.require<Shader>("lines");
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setupWorldShader(shader, camera, settings, fogFactor);
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chunksRenderer->drawChunks(camera, shader);
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cloudsRenderer->draw(timer, fogFactor, camera);
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blockWraps->draw(ctx, player);
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setupWorldShader(cloudsShader, camera, settings, fogFactor);
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cloudsRenderer->draw(cloudsShader, weather, timer, fogFactor, camera);
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if (hudVisible) {
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renderLines(camera, linesShader, ctx);
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}
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@ -317,13 +320,19 @@ void WorldRenderer::renderFrame(
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& cloudsShader = assets.require<Shader>("clouds");
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auto& translucentShader = assets.require<Shader>("translucent");
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auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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Shader* affectedShaders[] {
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&mainShader, &entityShader, &translucentShader, &deferredShader, nullptr
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&mainShader,
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&entityShader,
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&cloudsShader,
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&translucentShader,
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&deferredShader,
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nullptr
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};
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refreshSettings(affectedShaders);
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