implement custom chunk meshes, models and shaders.
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e4d536bc87
commit
e805891885
7 changed files with 800 additions and 57 deletions
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@ -4,8 +4,8 @@ uniform sampler2D diffuseMap;
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uniform vec2 textureTiling;
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in vec2 fragTexCoord;
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in vec2 fragTexCoord2;
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in vec4 fragColor;
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in vec3 fragNormal;
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in vec2 fragTileTexCoord;
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flat in int ambientOcclusionSide1;
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flat in int ambientOcclusionSide2;
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flat in int ambientOcclusionCorner1;
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@ -16,14 +16,28 @@ flat in int quadWidth;
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out vec4 outColor;
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// this is a shitty approximation of arcsin(x)/pi that gets the tails right and is reasonably close to the actual arcsin(x)/pi curve.
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float fakeArcsin(float x) {
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x = clamp(x, -1.0, 1.0);
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float ax = abs(x);
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float sqrtPart = sqrt(1.0 - ax);
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float result = 0.5 - sqrtPart * (0.5 - 0.06667 * ax);
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return x < 0.0 ? -result : result;
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}
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void main()
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{
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vec2 texCoord = (floor(fragTexCoord*textureTiling) + fract(fragTexCoord2)) / textureTiling;
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vec2 texCoord = (floor(fragTexCoord*textureTiling) + fract(fragTileTexCoord)) / textureTiling;
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outColor = texture(diffuseMap, texCoord);
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ivec2 floorFragTexCoord2 = ivec2(fragTexCoord2);
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if ((fragTexCoord2.x < 0.05 || fragTexCoord2.x > quadWidth-0.05) && (((ambientOcclusionSide1 >> floorFragTexCoord2.y) & 1) == 1)) outColor *= 0.5;
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else if((fragTexCoord2.y < 0.05 || fragTexCoord2.y > quadHeight-0.05) && (((ambientOcclusionSide2 >> floorFragTexCoord2.y) & 1) == 1)) outColor *= 0.5;
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ivec2 floorFragTileTexCoord = ivec2(fragTileTexCoord);
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if(fragTileTexCoord.x < 1 && (((ambientOcclusionSide1 >> floorFragTileTexCoord.y) & 1) == 1)) outColor *= 0.5 + fakeArcsin(fragTileTexCoord.x);
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// if(fragTileTexCoord.x < 0.125 && fragTileTexCoord.x < fract(fragTileTexCoord.y) && fragTileTexCoord.x + fract(fragTileTexCoord.y) < 1.0 && ((ambientOcclusionSide1 >> floorFragTileTexCoord.y) & 1) == 1) outColor *= 0.5;
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//if((fragTileTexCoord.x < 0.25 || fragTileTexCoord.x > quadWidth-0.25) && (((ambientOcclusionSide1 >> floorFragTileTexCoord.y) & 1) == 1)) outColor *= 0.5;
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//if((fragTileTexCoord.y < 0.25 || fragTileTexCoord.y > quadHeight-0.25) && (((ambientOcclusionSide2 >> floorFragTileTexCoord.y) & 1) == 1)) outColor *= 0.5;
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outColor.a = 1;
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}
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