Merge commit 'f65bd1a' into lang/foundations
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commit
d8aa070c93
27 changed files with 7 additions and 3 deletions
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@ -127,9 +127,12 @@ function grass_init(render3d_st: mut Render3dState) -> void {
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}
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# indices per 16 m cell that could exist at distance d (the count the shader computes)
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# no blades past the fog wall: they would be drawn only to be fogged away
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# Under a fog wall the blades end at three quarters of it. A blade's tip stands against ground
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# much farther off, and a dark blade 85% fogged read as a dark band against fully fogged ground
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# behind it; ending here, they thin out (the cull's last 30%) while the fog is still coming in.
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const GRASS_FOG_END: float = 0.75
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function grass_reach(render3d_st: Render3dState) -> float {
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let w = render3d_st.r3d_fog_wall
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let w = render3d_st.r3d_fog_wall * GRASS_FOG_END
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if w > 0.0 and w < render3d_st.grass_radius { return w }
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return render3d_st.grass_radius
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}
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@ -316,7 +316,8 @@ vec3 applyFog(vec3 col, vec3 wpos, float dist) {
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col = mix(col, fogCol, f);
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// the fog wall: from three tenths of its distance to all of it, everything goes to the sky's colour
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if (u_fog_wall > 0.0) {
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float w = smoothstep(0.3 * u_fog_wall, u_fog_wall, dist);
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// full by 0.85 of the wall, so whatever is cut at the wall is cut inside solid fog
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float w = smoothstep(0.3 * u_fog_wall, 0.85 * u_fog_wall, dist);
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col = mix(col, fogWallCol(dir), w);
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}
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return col;
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