Add vertical / horizontal mapping for snow, sand, moss, etc (everything going on top of something)
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@ -37,6 +37,7 @@ out vec2 uv;
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out vec2 uv_two;
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out vec4 color;
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out vec4 world_position;
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out vec3 world_normal;
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out float camdist;
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out float hue_change;
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@ -52,15 +53,15 @@ void main()
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 v_world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz,
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i_position);
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vec3 world_normal = rotateVector(quaternion, i_normal.xyz);
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vec3 v_world_normal = rotateVector(quaternion, i_normal.xyz);
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vec3 world_tangent = rotateVector(quaternion, i_tangent.xyz);
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tangent = (u_view_matrix * vec4(world_tangent, 0.0)).xyz;
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bitangent = (u_view_matrix *
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// bitangent sign
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vec4(cross(world_normal, world_tangent) * i_tangent.w, 0.0)
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vec4(cross(v_world_normal, world_tangent) * i_tangent.w, 0.0)
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).xyz;
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normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
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normal = (u_view_matrix * vec4(v_world_normal, 0.0)).xyz;
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uv = vec2(i_uv.x + (i_texture_trans.x * i_normal.w),
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i_uv.y + (i_texture_trans.y * i_normal.w));
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@ -71,4 +72,5 @@ void main()
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hue_change = float(i_misc_data.y) * 0.01;
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gl_Position = u_projection_view_matrix * v_world_position;
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world_position = v_world_position;
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world_normal = v_world_normal;
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}
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63
data/shaders/sp_vertical_mapping.frag
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63
data/shaders/sp_vertical_mapping.frag
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@ -0,0 +1,63 @@
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in vec3 bitangent;
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in vec4 color;
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in float hue_change;
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in vec3 normal;
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in vec3 world_normal;
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in vec3 tangent;
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in vec2 uv;
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layout(location = 0) out vec4 o_diffuse_color;
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layout(location = 1) out vec4 o_normal_color;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main()
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{
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vec4 col = sampleTextureLayer4(uv * 2.0);
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//col = vec4(1.0, 0.0, 0.0, 1.0);
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vec4 col_2 = sampleTextureLayer5(uv * 2.0);//vec4(0.0, 1.0, 0.0, 1.0);
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float factor = dot(vec3(0.,1.,1.), world_normal);
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factor = clamp(factor, 0.0, 1.0);
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col = mix(col_2, col, factor);
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if (hue_change > 0.0)
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{
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float mask = col.a;
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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#if !defined(Advanced_Lighting_Enabled)
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// For similar color
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float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
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#else
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float saturation = mask * 2.5;
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#endif
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(hue_change,
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max(old_hsv.y, saturation)), vec2(mask_step, mask_step));
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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col = vec4(new_color.r, new_color.g, new_color.b, 1.0);
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}
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vec3 final_color = col.xyz * color.xyz;
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#if defined(Advanced_Lighting_Enabled)
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vec4 layer_2 = sampleTextureLayer2(uv);
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vec4 layer_3 = sampleTextureLayer3(uv);
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o_diffuse_color = vec4(final_color, layer_2.z);
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vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
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vec3 frag_tangent = normalize(tangent);
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vec3 frag_bitangent = normalize(bitangent);
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vec3 frag_normal = normalize(normal);
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mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
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vec3 world_normal = t_b_n * tangent_space_normal;
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o_normal_color.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
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o_normal_color.zw = layer_2.xy;
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#else
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o_diffuse_color = vec4(final_color, 1.0);
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#endif
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}
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15
data/shaders/sps_11_verticalMapping.xml
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15
data/shaders/sps_11_verticalMapping.xml
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@ -0,0 +1,15 @@
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<spshader>
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<shader-info name="verticalMapping" fallback-shader="solid" use-tangents="Y"/>
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<first-pass vertex-shader="sp_pass.vert"
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fragment-shader="sp_vertical_mapping.frag"
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skinned-mesh-shader="sp_skinning.vert">
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</first-pass>
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<shadow-pass vertex-shader="sp_shadow.vert"
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fragment-shader="white.frag"
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skinned-mesh-shader="sp_skinning_shadow.vert">
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</shadow-pass>
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<uniform-assigners>
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<uniform-assigner name="layer"
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function="shadowCascadeUniformAssigner"/>
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</uniform-assigners>
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</spshader>
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