terpage.glsl is the reference block (tpSlot, tpUV, terHeight, terHeightSmooth, terNormalXZ, terOrtho, tpOrthoRes, tpOrthoLod), pasted by section into terrain.vert, terrain.frag, tersun.frag, model.vert, grass.vert and grass.mesh. u_tp_on = 0 reads the old samplers with the old coordinates and filtering; on, a resident tile is read at level 0 from u_tp_h / u_tp_nrm / u_tp_ortho, anything else from the coarse map now bound under the old names. The B-splines use the FULL map's texel and take every tap through the page, so a tile edge stays one surface; blurred photograph reads (lod 1-2.5) stay on u_ortho with the level moved down by the coarse map's ratio. The fragment stages drop their unused u_height. SPIR-V rebuilt: terrain programs carry 23 samplers (21 in the fragment stage), up from 19. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
240 lines
11 KiB
Text
240 lines
11 KiB
Text
// Procedural ground-cover blades as a MESH shader (Vulkan, VK_EXT_mesh_shader): the same blades
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// grass.vert draws - the same places, density, thinning, culling, size, sway and lighting normal -
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// but a blade the tests reject emits nothing, where the instanced path still runs all eight of its
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// vertices to a degenerate position.
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//
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// One dispatch covers a chunk of tiles (grass.ludic): work group y is the tile's place in u_tiles,
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// work group x a batch of BLADES blade indices within that tile. Everything past the tile's own
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// count is skipped.
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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const int BLADES = 16; // blades an invocation may emit
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const int ROWS = 5; // grass_blade_mesh(5): two vertices a row, four quads
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layout(triangles, max_vertices = 128, max_primitives = 96) out;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform mat4 u_vp;
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uniform vec3 u_cam_pos;
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uniform float u_time;
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uniform sampler2D u_ts_height;
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// the baked terrain normal: x and z in RG16F, y rebuilt (a terrain normal always points up)
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uniform sampler2D u_ter_normal;
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uniform vec2 u_ts_origin;
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uniform float u_ts_half;
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uniform sampler2D u_ortho;
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uniform float u_ortho_on;
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// terpage.glsl, pasted (the reference copy and its rules are there)
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// ---- the page table ----------------------------------------------------------------------
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#ifndef TP_HELPERS
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#define TP_HELPERS
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uniform sampler2D u_tp_page; // R32F, a texel a tile: slot + 1, 0 = not resident
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uniform float u_tp_on; // 1 while paging; 0 reads the whole maps exactly as before
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uniform vec4 u_tp_dims; // tiles a side, height texels a tile, photo texels a tile, full height res
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// the layer holding a full-map uv, or -1: paging off, off the map, or not resident
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float tpSlot(vec2 uv) {
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if (u_tp_on < 0.5 || uv.x < 0.0 || uv.y < 0.0 || uv.x >= 1.0 || uv.y >= 1.0) return -1.0;
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ivec2 t = min(ivec2(floor(uv * u_tp_dims.x)), ivec2(int(u_tp_dims.x) - 1));
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return texelFetch(u_tp_page, t, 0).r - 1.0;
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}
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// a full-map uv inside its tile's layer of k texels a side, past the one-texel border
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vec2 tpUV(vec2 uv, float k) { return (1.0 + fract(uv * u_tp_dims.x) * k) / (k + 2.0); }
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#endif
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// ---- height (vertex and mesh stages) -----------------------------------------------------
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#ifndef TP_HEIGHT
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#define TP_HEIGHT
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#ifndef TP_HMAP
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#define TP_HMAP u_ts_height
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#endif
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uniform sampler2DArray u_tp_h;
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// bilinear height, fine where a tile is resident. Outside a fragment stage texture() IS level 0
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// (glslang emits the same explicit-lod sample), so this is the old read bit for bit.
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float terHeight(vec2 uv) {
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float s = tpSlot(uv);
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if (s >= 0.0) return textureLod(u_tp_h, vec3(tpUV(uv, u_tp_dims.y), s), 0.0).r;
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return textureLod(TP_HMAP, uv, 0.0).r;
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}
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// The B-spline through four bilinear taps (heightSmooth). Paging on, the texel is the FULL
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// map's - the coarse map's own size would halve the surface's detail - and each tap finds its
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// own tile, so a patch straddling two tiles, or a tile and the coarse map, stays one surface.
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float terHeightSmooth(vec2 uv) {
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vec2 res = u_tp_on > 0.5 ? vec2(u_tp_dims.w) : vec2(textureSize(TP_HMAP, 0));
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vec2 t = uv * res - 0.5;
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vec2 f = fract(t);
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vec2 i = floor(t);
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vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0;
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vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0;
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vec2 w3 = f * f * f / 6.0;
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vec2 w2 = 1.0 - w0 - w1 - w3;
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vec2 s0 = w0 + w1, s1 = w2 + w3;
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vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res;
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vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res;
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return (terHeight(vec2(o0.x, o0.y)) * s0.x + terHeight(vec2(o1.x, o0.y)) * s1.x) * s0.y
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+ (terHeight(vec2(o0.x, o1.y)) * s0.x + terHeight(vec2(o1.x, o1.y)) * s1.x) * s1.y;
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}
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#endif
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// ---- the baked normal (x, z; y is rebuilt by the caller) ----------------------------------
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#ifndef TP_NORMAL
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#define TP_NORMAL
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uniform sampler2DArray u_tp_nrm;
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vec2 terNormalXZ(vec2 uv) {
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#ifdef TP_FRAGMENT
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if (u_tp_on < 0.5) return texture(u_ter_normal, uv).rg;
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// taken before the per-pixel branch: a neighbour on another tile must not decide the level
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vec2 dx = dFdx(uv), dy = dFdy(uv);
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#endif
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float s = tpSlot(uv);
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if (s >= 0.0) return textureLod(u_tp_nrm, vec3(tpUV(uv, u_tp_dims.y), s), 0.0).rg;
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#ifdef TP_FRAGMENT
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return textureGrad(u_ter_normal, uv, dx, dy).rg;
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#else
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return textureLod(u_ter_normal, uv, 0.0).rg;
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#endif
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}
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#endif
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// ---- the photograph's measures (declares no sampler: a stage reading u_ortho blurred needs no tile)
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#ifndef TP_ORTHO_LOD
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#define TP_ORTHO_LOD
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// the FULL photograph's texels a side, for filters that weigh by the texel (orthoSmooth)
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vec2 tpOrthoRes() { return u_tp_on > 0.5 ? vec2(u_tp_dims.z * u_tp_dims.x) : vec2(textureSize(u_ortho, 0)); }
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// A blurred read (textureLod 1..2.5) names a level of the FULL photograph; on the coarse map
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// the same detail is that many levels lower, so the ground's far colour does not soften.
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float tpOrthoLod(float lod) {
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if (u_tp_on < 0.5) return lod;
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return max(lod - log2(u_tp_dims.z * u_tp_dims.x / float(textureSize(u_ortho, 0).x)), 0.0);
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}
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#endif
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vec3 terNormal(vec2 uv) { vec2 xz = terNormalXZ(uv); return vec3(xz.x, sqrt(max(1.0 - dot(xz, xz), 0.0)), xz.y); }
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uniform float u_lake_level;
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uniform float u_sea_level;
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uniform vec4 u_lake;
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uniform float u_snow_line;
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uniform float u_wind;
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uniform int u_tile_cells; // 16 m cells per tile side
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uniform vec4 u_tiles[256]; // per tile of the dispatch: corner x, corner z, indices per cell
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uniform float u_s0;
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uniform float u_d0;
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uniform float u_radius;
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uniform float u_px; // one pixel in radians (grass.vert)
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uniform int u_dbg;
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out vec3 v_wpos[];
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out vec3 v_nrm[];
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out vec2 v_uv[];
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out float v_seed[];
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out vec2 v_rot[];
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out float v_hull[];
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out float v_quake[]; // grass does not quake; written so model.frag can read it
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const float CELL = 4.0; // grass.ludic GRASS_CELL: 4 m, so a near tile asks for what its blades need
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float hash1(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); }
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uint pcg(uint v) { uint s = v * 747796405u + 2891336453u; uint w = ((s >> ((s >> 28u) + 4u)) ^ s) * 277803737u; return (w >> 22u) ^ w; }
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float bladeHash(ivec2 cell, int j, int k) {
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uint h = pcg(uint(cell.x + 32768) * 73856093u ^ uint(cell.y + 32768) * 19349663u ^ uint(j) * 83492791u ^ uint(k) * 2654435761u);
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return float(h) * (1.0 / 4294967295.0);
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}
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void main() {
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int ti = int(gl_WorkGroupID.y);
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vec2 tile = u_tiles[ti].xy;
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int per_cell = int(u_tiles[ti].z + 0.5);
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int total = min(per_cell * u_tile_cells * u_tile_cells, 65535); // the instanced path's cap on a tile
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int first = int(gl_WorkGroupID.x) * BLADES;
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int nv = 0;
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int np = 0;
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for (int b = 0; b < BLADES; b++) {
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int i = first + b;
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if (per_cell <= 0 || i >= total) break;
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int c = i / per_cell;
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int j = i - c * per_cell;
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vec2 cell = tile + vec2(float(c % u_tile_cells), float(c / u_tile_cells)) * CELL;
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vec2 cid = floor(cell / CELL + 0.5);
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ivec2 ci = ivec2(cid);
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float fj = float(j);
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vec2 hv = vec2(bladeHash(ci, j, 0), bladeHash(ci, j, 1));
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vec2 xz = cell + hv * CELL;
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float dist = length(xz - u_cam_pos.xz);
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if (dist >= u_radius) continue;
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float spacing = u_s0 * (1.0 + dist / u_d0);
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float count = CELL * CELL / (spacing * spacing) * (1.0 - smoothstep(u_radius * 0.7, u_radius, dist));
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if (fj >= count) continue;
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float life = 1.0 - smoothstep(0.8, 1.0, fj / max(count, 1.0));
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vec2 huv = (xz - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
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if (huv.x < 0.0 || huv.x > 1.0 || huv.y < 0.0 || huv.y > 1.0) continue;
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vec4 ht = vec4(terHeight(huv)); // only .r is read
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vec4 croot = u_vp * vec4(xz.x, ht.r, xz.y, 1.0);
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if (croot.w < -1.0 || abs(croot.x) > croot.w * 1.25 + 1.5 || abs(croot.y) > croot.w * 1.4 + 1.5) continue;
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vec3 gn = terNormal(huv);
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float h3 = bladeHash(ci, j, 2), h4 = bladeHash(ci, j, 3);
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float wl = u_sea_level;
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if (u_lake.z > 0.0) { vec2 q = (xz - u_lake.xy) / u_lake.zw; if (dot(q, q) < 1.0) wl = max(wl, u_lake_level); }
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float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - wl - 0.15) * smoothstep(u_snow_line - 80.0, u_snow_line - 200.0, ht.r);
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if (u_ortho_on > 0.5) {
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vec3 oc = textureLod(u_ortho, huv, tpOrthoLod(1.5)).rgb;
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ok *= 0.25 + 0.75 * smoothstep(0.0, 0.02, oc.g - max(oc.r, oc.b));
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}
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if (h4 > ok) continue;
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bool far = dist > 300.0;
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float h = far ? ht.r : terHeightSmooth(huv);
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if (far) h += 0.03;
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if ((u_dbg & 1) != 0) h += 0.3;
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float seed = hv.x * 0.7 + hv.y * 0.3;
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float ang = hv.y * 6.2831853;
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float s = sin(ang), c_ = cos(ang);
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float grow = spacing / u_s0;
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float tall = mix(0.18, 0.42, h3) * mix(0.8, 1.2, hash1(cid * 0.1)) * (1.0 + 0.35 * smoothstep(1.0, 12.0, grow)) * life;
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float bw = 0.028 * mix(1.0, 0.45 * grow, smoothstep(1.0, 4.0, grow));
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if (far) { bw = max(bw, spacing * 0.35); tall = min(tall, spacing * 0.3); }
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bw = max(bw, dist * u_px * 1.1);
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float gust = sin(xz.x * 0.09 + u_time * 1.1) * 0.5 + sin(xz.y * 0.13 - u_time * 0.8 + xz.x * 0.05) * 0.5;
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float ph = u_time * 1.7 + seed * 6.2831 + xz.x * 0.05 + xz.y * 0.07;
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float sway = (sin(ph) * 0.6 + sin(ph * 2.3 + 1.0) * 0.4 + gust) * u_wind;
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// the ground's frame, shared by the blade's vertices
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 k = cross(up, gn);
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float sk = length(k), ck = gn.y;
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bool tilt = sk > 1e-4;
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if (tilt) k /= sk;
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vec3 n = vec3(0.0, 0.3, 1.0);
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n = normalize(vec3(c_ * n.x + s * n.z, n.y, -s * n.x + c_ * n.z));
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if (tilt) n = normalize(n * ck + cross(k, n) * sk + k * dot(k, n) * (1.0 - ck));
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n = normalize(mix(n, gn, smoothstep(2.0, 12.0, dist)));
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float hull = (dist > 2.0 || far || (u_dbg & 2) != 0) ? -1.0 : 1.0;
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// the blade: grass_blade_mesh(5)'s vertices, placed as grass.vert places them
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for (int r = 0; r < ROWS; r++) {
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float t = float(r) / float(ROWS - 1);
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// A COPY of grass_blade_mesh's profile in grass.ludic - narrow at the sheath,
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// widest a fifth of the way up, a fine point, and arched. Change both together.
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float taper = max((0.50 + 0.33 * min(t / 0.22, 1.0)) * (1.0 - t * t * t), 0.05);
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float bend = t * t * 0.52;
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for (int sd = 0; sd < 2; sd++) {
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vec3 a_pos = vec3((float(sd) - 0.5) * taper, t, bend);
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vec2 a_uv = vec2(float(sd), t);
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vec3 p = vec3(a_pos.x * bw, a_pos.y * tall, a_pos.z * tall * (0.6 + 0.8 * h4));
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float hgt = max(p.y, 0.0);
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p.x += sway * hgt * hgt * 0.35;
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p.z += sway * hgt * hgt * 0.15 * cos(ph * 0.7);
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p = vec3(c_ * p.x + s * p.z, p.y, -s * p.x + c_ * p.z);
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if (tilt) p = p * ck + cross(k, p) * sk + k * dot(k, p) * (1.0 - ck);
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vec3 w = vec3(xz.x, h - 0.02, xz.y) + p;
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vec4 clip = u_proj * u_view * vec4(w, 1.0);
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clip.z = (clip.z + clip.w) * 0.5; // OpenGL's depth range to Vulkan's, as the vertex wrapper does
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int o = nv + r * 2 + sd;
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gl_MeshVerticesEXT[o].gl_Position = clip;
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v_wpos[o] = w;
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v_nrm[o] = n;
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v_uv[o] = far ? vec2(a_uv.x, 0.45 + 0.2 * a_uv.y) : a_uv;
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v_seed[o] = seed;
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v_rot[o] = vec2(s, c_);
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v_hull[o] = hull;
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v_quake[o] = 0.0;
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}
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}
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for (int q = 0; q < ROWS - 1; q++) {
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uint bb = uint(nv + q * 2);
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gl_PrimitiveTriangleIndicesEXT[np] = uvec3(bb, bb + 1u, bb + 2u);
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gl_PrimitiveTriangleIndicesEXT[np + 1] = uvec3(bb + 1u, bb + 3u, bb + 2u);
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np += 2;
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}
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nv += ROWS * 2;
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}
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SetMeshOutputsEXT(uint(nv), uint(np));
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}
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