refactor shaders
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@@ -0,0 +1,27 @@
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#ifndef LIGHTING_GLSL_
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#define LIGHTING_GLSL_
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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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_torch_light(vec3 modelpos) {
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos.xyz) / u_torchlightDistance);
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}
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vec3 calc_screen_normal(vec3 normal) {
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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}
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float calc_fog(float depth) {
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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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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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#endif // LIGHTING_GLSL_
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@@ -0,0 +1,32 @@
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#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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float calc_shadow() {
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float shadow = 1.0;
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if (u_enableShadows) {
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vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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shadow += texture(u_shadows, projCoords.xyz + vec3(
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x * (1.0 / u_shadowsRes),
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y * (1.0 / u_shadowsRes), 0.0
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));
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}
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}
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shadow /= 9;
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shadow = shadow * 0.5 + 0.5;
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} else {
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shadow = 0.5;
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}
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}
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return shadow;
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}
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#endif // SHADOWS_GLSL_
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