carry: the runtime and render3d work Maroon Lake builds against
Input.text, App.monitor_count / window_to_monitor / window_fixed, gl_sleep_us, and the grass and collide changes, uncommitted on main and depended on by the game; carried here so the language work starts from what the game actually uses. main's working tree is untouched.
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17 changed files with 622 additions and 34 deletions
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@ -45,16 +45,27 @@ void main() {
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vec3 toCam = normalize(u_cam_pos - v_wpos); toCam.y = 0.0; toCam = normalize(toCam);
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vec3 right = vec3(-toCam.z, 0.0, toCam.x);
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vec3 hull = normalize(right * q.x * 0.8 + vec3(0.0, 1.0, 0.0) * (q.y * 0.6 + 0.35) + toCam * 0.7);
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n = normalize(mix(hull, n, mix(0.65, 0.35, far)));
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// Keep the BAKED normal. This was mix(0.65, 0.35, far), so past a few hundred metres
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// only a third of the foliage's own normal survived and two thirds was a smooth
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// rounded shell - which shades evenly and turns a canopy into a flat coloured blob.
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// Impostors draw nearly all the forest a player ever sees (turn them off and the
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// valley is bare), so that shell was most of the tree line.
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n = normalize(mix(hull, n, mix(0.88, 0.70, far)));
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float dist = length(v_wpos - u_cam_pos);
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float viewDepth = -(u_view * vec4(v_wpos, 1.0)).z;
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vec3 alb = a.rgb * u_tint * (0.85 + 0.3 * fract(v_seed * 7.13)) * regionTint(v_wpos, 0.4);
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// a distant stand reads as a dark mass, not as bright separate sprites
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alb = mix(alb, alb * vec3(0.72, 0.78, 0.72), far);
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// A distant stand reads as a dark mass, not as bright separate sprites - but this was
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// also pulling the colour out of it. Darken without desaturating: the same factor on
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// all three channels, and a touch of saturation put back, because the thing that makes
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// a far tree line read as forest rather than as a wash is that it is still GREEN.
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alb = mix(alb, alb * 0.72, far);
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float lum = dot(alb, vec3(0.2126, 0.7152, 0.0722));
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alb = mix(vec3(lum), alb, 1.45); // conifer foliage is SATURATED, not grey-green
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alb *= 0.78; // and it is dark: a spruce canopy is not a lawn
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// the card itself is the caster: look up the shadow a little toward the sun so it does not self-shadow
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float shadow = sunShadow(v_wpos + u_sun_dir * u_radius * 0.7, vec3(0, 1, 0), viewDepth);
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// crowns are dense: darken toward the centre of the card as a cheap interior occlusion
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float interior = 1.0 - 0.45 * smoothstep(0.9, 0.3, abs(q.x)) * smoothstep(1.0, 0.2, v_uv.y);
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float interior = 1.0 - 0.22 * smoothstep(0.9, 0.3, abs(q.x)) * smoothstep(1.0, 0.2, v_uv.y);
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// ground contact: the lowest part of anything sitting on the ground is occluded by it
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// (a boulder's underside, a trunk's base); without it a far boulder is a sticker on the grass
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interior *= mix(0.55, 1.0, smoothstep(0.0, 0.3, v_uv.y));
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