#flwbuiltins and oh so much less overhead
- Put a lot of the reusable code in a sort of standard library - Need to evaluate just how much should be lumped in there - Still need to allow for users to create alternate contexts for the builtins - Normal world and contraptions are still hardcoded contexts
This commit is contained in:
parent
35768b5ade
commit
fcbab5b820
15 changed files with 144 additions and 139 deletions
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@ -46,7 +46,8 @@ public class ShaderLoader {
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// #flwinclude <"valid_namespace:valid/path_to_file.glsl">
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private static final Pattern includePattern = Pattern.compile("#flwinclude <\"([\\w\\d_]+:[\\w\\d_./]+)\">");
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private static boolean debugDumpFile = false;
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private static final Pattern builtinPattern = Pattern.compile("#flwbuiltins");
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private static boolean debugDumpFile = true;
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final Map<ResourceLocation, String> shaderSource = new HashMap<>();
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@ -64,6 +65,9 @@ public class ShaderLoader {
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Backend.registry.values().forEach(this::loadProgramFromSpec);
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Backend.log.info("Loaded all shader programs.");
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// no need to hog all that memory
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shaderSource.clear();
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}
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}
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}
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@ -125,7 +129,54 @@ public class ShaderLoader {
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}
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}
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private String processIncludes(ResourceLocation baseName, String source) {
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public GlShader loadShader(ResourceLocation name, ShaderType type, ShaderConstants defines) {
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String source = shaderSource.get(name);
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source = expandBuiltins(source, type);
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source = processIncludes(source, name);
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if (defines != null)
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source = defines.process(source);
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if (debugDumpFile) {
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Backend.log.debug("Finished processing '" + name + "':");
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int i = 1;
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for (String s : source.split("\n")) {
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Backend.log.debug(String.format("%1$4s: ", i++) + s);
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}
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}
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return new GlShader(type, name, source);
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}
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private String expandBuiltins(String source, ShaderType type) {
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return lines(source).flatMap(line -> {
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Matcher matcher = builtinPattern.matcher(line);
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if (matcher.find()) {
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ResourceLocation builtins;
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switch (type) {
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case FRAGMENT:
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builtins = new ResourceLocation("create", "std/builtin.frag");
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break;
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case VERTEX:
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builtins = new ResourceLocation("create", "std/builtin.vert");
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break;
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default:
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builtins = null;
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}
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String includeSource = shaderSource.get(builtins);
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return lines(includeSource);
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}
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return Stream.of(line);
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}).collect(Collectors.joining("\n"));
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}
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private String processIncludes(String source, ResourceLocation baseName) {
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HashSet<ResourceLocation> seen = new HashSet<>();
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seen.add(baseName);
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@ -133,7 +184,7 @@ public class ShaderLoader {
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}
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private Stream<String> includeRecursive(String source, Set<ResourceLocation> seen) {
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return new BufferedReader(new StringReader(source)).lines().flatMap(line -> {
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return lines(source).flatMap(line -> {
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Matcher matcher = includePattern.matcher(line);
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@ -155,23 +206,8 @@ public class ShaderLoader {
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});
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}
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public GlShader loadShader(ResourceLocation name, ShaderType type, ShaderConstants defines) {
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String source = shaderSource.get(name);
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source = processIncludes(name, source);
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if (defines != null)
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source = defines.process(source);
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if (debugDumpFile) {
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Backend.log.debug("Finished processing '" + name + "':");
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int i = 1;
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for (String s : source.split("\n")) {
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Backend.log.debug(String.format("%1$4s: ", i++) + s);
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}
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}
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return new GlShader(type, name, source);
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public static Stream<String> lines(String s) {
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return new BufferedReader(new StringReader(s)).lines();
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}
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public String readToString(InputStream is) {
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@ -105,13 +105,7 @@ public abstract class GlProgram extends GlObject {
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}
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/**
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* Links the attached shaders to this program and returns a user-defined container which wraps the shader
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* program. This container can, for example, provide methods for updating the specific uniforms of that shader
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* set.
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*
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* @param factory The factory which will create the shader program's container
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* @param <P> The type which should be instantiated with the new program's handle
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* @return An instantiated shader container as provided by the factory
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* Links the attached shaders to this program.
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*/
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public Builder link() {
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GL20.glLinkProgram(this.program);
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@ -1,6 +1,7 @@
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#version 110
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"create:core/quaternion.glsl">
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#flwinclude <"create:core/matutils.glsl">
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#flwinclude <"create:core/diffuse.glsl">
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@ -30,16 +31,6 @@ uniform int uDebug;
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uniform vec3 uCameraPos;
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/builtin.vert">
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#endif
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void main() {
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vec3 rotated = rotateVertexByQuat(aPos - .5, aInstanceRot) + aInstancePos + .5;
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@ -47,7 +38,7 @@ void main() {
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vec3 norm = rotateVertexByQuat(aNormal, aInstanceRot);
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeWorldPos(worldPos, uCameraPos);
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FLWFinalizeNormal(norm);
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float scrollSize = aScrollTexture.w - aScrollTexture.y;
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@ -1,5 +1,7 @@
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#version 110
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#flwbuiltins
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varying vec2 TexCoords;
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varying vec2 Light;
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varying float Diffuse;
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@ -8,45 +10,12 @@ varying vec4 Color;
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uniform sampler2D uBlockAtlas;
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uniform sampler2D uLightMap;
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#if defined(USE_FOG)
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varying float FragDistance;
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uniform vec4 uFogColor;
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#endif
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#if defined(USE_FOG_LINEAR)
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uniform vec2 uFogRange;
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float fogFactor() {
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return (uFogRange.y - FragDistance) / (uFogRange.y - uFogRange.x);
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}
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#endif
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#ifdef USE_FOG_EXP2
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uniform float uFogDensity;
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float fogFactor() {
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float dist = FragDistance * uFogDensity;
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return 1. / exp2(dist * dist);
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}
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.frag">
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#else
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#flwinclude <"create:std/builtin.frag">
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#endif
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void main() {
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vec4 tex = texture2D(uBlockAtlas, TexCoords);
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vec4 color = vec4(tex.rgb * FLWLight(Light, uLightMap).rgb * Diffuse, tex.a) * Color;
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#if defined(USE_FOG)
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float fog = clamp(fogFactor(), 0., 1.);
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FLWFinalizeColor(color);
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gl_FragColor = mix(uFogColor, color, fog);
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gl_FragColor.a = color.a;
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#else
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gl_FragColor = color;
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#endif
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}
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@ -1,6 +1,16 @@
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varying vec3 BoxCoord;
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uniform sampler3D uLightVolume;
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void FLWFinalizeColor(vec4 color) {
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#if defined(USE_FOG)
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float a = color.a;
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float fog = clamp(FLWFogFactor(), 0., 1.);
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color = mix(uFogColor, color, fog);
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color.a = a;
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#endif
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}
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vec4 FLWLight(vec2 lightCoords, sampler2D lightMap) {
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vec2 lm = max(lightCoords, texture3D(uLightVolume, BoxCoord).rg);
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return texture2D(lightMap, lm * 0.9375 + 0.03125);
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@ -1,20 +1,28 @@
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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varying vec3 BoxCoord;
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uniform vec3 uLightBoxSize;
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uniform vec3 uLightBoxMin;
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uniform mat4 uModel;
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void FLWFinalizeWorldPos(inout vec4 worldPos) {
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void FLWFinalizeWorldPos(inout vec4 worldPos, vec3 cameraPos) {
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worldPos = uModel * worldPos;
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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#if defined(USE_FOG)
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#if defined(USE_FOG)
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FragDistance = length(worldPos.xyz);
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#endif
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}
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void FLWFinalizeNormal(inout vec3 normal) {
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normal = modelToNormal(uModel) * normal;
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mat3 m;
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m[0] = uModel[0].xyz;
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m[1] = uModel[1].xyz;
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m[2] = uModel[2].xyz;
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normal = m * normal;
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}
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@ -19,7 +19,6 @@ attribute vec4 aInstanceRot;
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attribute vec3 aRotationCenter;
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attribute float aSpeed;
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varying float Diffuse;
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varying vec2 TexCoords;
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varying vec4 Color;
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} else {
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Color = vec4(1.);
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}
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}
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}
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@ -1,17 +1,4 @@
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//mat4 rotate(vec3 axis, float angle) {
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// float s = sin(angle);
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// float c = cos(angle);
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// float oc = 1. - c;
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//
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// return mat4(
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// oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.,
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// oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.,
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// oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.,
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// 0., 0., 0., 1.
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// );
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//}
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mat4 rotate(vec3 axis, float angle) {
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float s = sin(angle);
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float c = cos(angle);
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m[1] = mat[1].xyz;
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m[2] = mat[2].xyz;
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return m;
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}
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}
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@ -1,6 +1,7 @@
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#version 110
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"create:core/matutils.glsl">
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#flwinclude <"create:core/quaternion.glsl">
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#flwinclude <"create:core/diffuse.glsl">
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uniform vec3 uCameraPos;
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/builtin.vert">
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#endif
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float toRad(float degrees) {
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return fract(degrees / 360.) * PI * 2.;
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}
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vec4 worldPos = vec4(rotated, 1.);
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vec3 norm = rotateVertexByQuat(rotateVertexByQuat(aNormal, flapRotation), orientation);
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeWorldPos(worldPos, uCameraPos);
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FLWFinalizeNormal(norm);
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Diffuse = diffuse(norm);
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@ -1,5 +1,6 @@
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#version 110
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#flwbuiltins
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#flwinclude <"create:core/matutils.glsl">
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#flwinclude <"create:core/diffuse.glsl">
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uniform vec3 uCameraPos;
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/builtin.vert">
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#endif
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void main() {
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vec4 worldPos = aTransform * vec4(aPos, 1.);
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vec3 norm = aNormalMat * aNormal;
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FLWFinalizeWorldPos(worldPos, uCameraPos);
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FLWFinalizeNormal(norm);
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FLWFinalizeWorldPos(worldPos);
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norm = normalize(norm);
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@ -1,5 +1,6 @@
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#version 110
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#flwbuiltins
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#flwinclude <"create:core/matutils.glsl">
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#flwinclude <"create:core/quaternion.glsl">
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#flwinclude <"create:core/diffuse.glsl">
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uniform vec3 uCameraPos;
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/builtin.vert">
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#endif
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void main() {
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vec4 worldPos = vec4(rotateVertexByQuat(aPos - aPivot, aRotation) + aPivot + aInstancePos, 1.);
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vec3 norm = rotateVertexByQuat(aNormal, aRotation);
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeWorldPos(worldPos, uCameraPos);
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FLWFinalizeNormal(norm);
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Diffuse = diffuse(norm);
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@ -1,6 +1,7 @@
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#version 110
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#define PI 3.1415926538
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#flwbuiltins
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#flwinclude <"create:core/quaternion.glsl">
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#flwinclude <"create:core/matutils.glsl">
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#flwinclude <"create:core/diffuse.glsl">
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@ -27,16 +28,6 @@ uniform int uDebug;
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uniform vec3 uCameraPos;
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/builtin.vert">
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#endif
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mat4 kineticRotation() {
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float degrees = aOffset + uTime * aSpeed * 3./10.;
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float angle = fract(degrees / 360.) * PI * 2.;
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vec3 norm = modelToNormal(kineticRotation) * aNormal;
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeWorldPos(worldPos, uCameraPos);
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FLWFinalizeNormal(norm);
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Diffuse = diffuse(norm);
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@ -1,4 +1,21 @@
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#flwinclude <"create:std/fog.glsl">
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#if defined(CONTRAPTION)
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#flwinclude <"create:contraption/builtin.frag">
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#else
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void FLWFinalizeColor(vec4 color) {
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#if defined(USE_FOG)
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float a = color.a;
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float fog = clamp(FLWFogFactor(), 0., 1.);
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color = mix(uFogColor, color, fog);
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color.a = a;
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#endif
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}
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vec4 FLWLight(vec2 lightCoords, sampler2D lightMap) {
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vec2 lm = lightCoords * 0.9375 + 0.03125;
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return texture2D(lightMap, lm);
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}
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#endif
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@ -1,10 +1,18 @@
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void FLWFinalizeWorldPos(inout vec4 worldPos) {
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#if defined(USE_FOG)
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#if defined(CONTRAPTION)
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#flwinclude <"create:contraption/builtin.vert">
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#else
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FragDistance = length(worldPos.xyz - uCameraPos);
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#if defined(USE_FOG)
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varying float FragDistance;
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#endif
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void FLWFinalizeWorldPos(inout vec4 worldPos, vec3 cameraPos) {
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#if defined(USE_FOG)
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FragDistance = length(worldPos.xyz - cameraPos);
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#endif
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}
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void FLWFinalizeNormal(inout vec3 normal) {
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// noop
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}
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#endif
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@ -0,0 +1,23 @@
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#if defined(USE_FOG)
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varying float FragDistance;
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uniform vec4 uFogColor;
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#endif
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#if defined(USE_FOG_LINEAR)
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uniform vec2 uFogRange;
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float FLWFogFactor() {
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return (uFogRange.y - FragDistance) / (uFogRange.y - uFogRange.x);
|
||||
}
|
||||
#elif defined(USE_FOG_EXP2)
|
||||
uniform float uFogDensity;
|
||||
|
||||
float FLWFogFactor() {
|
||||
float dist = FragDistance * uFogDensity;
|
||||
return 1. / exp2(dist * dist);
|
||||
}
|
||||
#else
|
||||
float FLWFogFactor() {
|
||||
return 0.;
|
||||
}
|
||||
#endif
|
Loading…
Reference in a new issue