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https://github.com/MihailRis/voxelcore.git
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add clouds shader
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28cd59ebde
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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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