initial implementation of world curvature
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8 changed files with 23 additions and 5 deletions
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@ -2,6 +2,8 @@
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#define pixelSize 2 // [1 2 4 8 16]
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#define worldCurvature 0 // [0 1 2]
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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@ -26,5 +28,9 @@ void main() {
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#ifdef tWarp
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texture_warp();
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#endif
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#ifdef WORLD
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#include "/module/world.vert"
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#endif
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}
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1
shaders/gbuffers_entities.fsh
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1
shaders/gbuffers_entities.fsh
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@ -0,0 +1 @@
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#include "/gbuffers_basic.fsh"
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2
shaders/gbuffers_entities.vsh
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2
shaders/gbuffers_entities.vsh
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#define WORLD
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#include "/gbuffers_basic.vsh"
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1
shaders/gbuffers_terrain.fsh
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1
shaders/gbuffers_terrain.fsh
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#include "/gbuffers_basic.fsh"
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2
shaders/gbuffers_terrain.vsh
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2
shaders/gbuffers_terrain.vsh
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#define WORLD
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#include "/gbuffers_basic.vsh"
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@ -44,8 +44,6 @@ value.dofRes.0=Static
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value.dofRes.1=Dynamic
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option.worldCurvature=World Curvature
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value.worldCurvature.0=Off
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value.worldCurvature.1=Chunk
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value.worldCurvature.2=Cylinder
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value.worldCurvature.3=Polyhedron
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value.worldCurvature.4=Sphere
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value.worldCurvature.1=Cylinder
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value.worldCurvature.2=Round
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8
shaders/module/world.vert
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8
shaders/module/world.vert
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@ -0,0 +1,8 @@
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#if worldCurvature == 1
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float z = gl_Position.z * gl_Position.z;
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gl_Position.y -= z / 256;
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#elif worldCurvature == 2
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vec2 xz = gl_Position.xz;
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gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / 512) / 5;
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#endif
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@ -19,7 +19,7 @@ screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSt
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screen.PSX=vWarp tWarp
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# fx
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screen.FX=dof dofRes
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screen.FX=dof dofRes worldCurvature
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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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