feat(render): SAGE water/ocean shaders, per-user logs, camera & culling
Terrain pass now ports the SAGE water model (Ocean.fx / OpenSAGE Water.frag): a de-gridded procedural wave normal combined with the retail ra3_deepocean flow and ra3_deepocean_nrm bump maps (appended as the last two terrain-atlas layers, no new backend binding), Schlick fresnel, sky reflection + depth-graded refraction, SAGE diffuse/specular lighting, depth-based transparency, and an underwater tint (UnderwaterDeferred.fx). Mirrored across terrain.frag / dx_terrain.hlsl / webgl_terrain_frag.glsl / webgpu_terrain.wgsl. Also: logs move to the per-user state dir (%LOCALAPPDATA%\\OpenRA3\\logs, else XDG) and archive as openra3.<stamp>.log; the FPS label shows the active backend; middle-drag camera reset; objects and roads below the water plane are culled.
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-34
@@ -8,6 +8,10 @@
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// The material is sampled **continuously** (`uv = cell / (2 * cellSize)`), as the
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// retail `Terrain.fx` / OpenSAGE `Terrain.frag` do, so it never restarts at a
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// cell edge; material boundaries cross-fade with the SAGE blend ramp.
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//
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// The water plane is shaded with a port of the SAGE water effect
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// (`Ocean.fx` / OpenSAGE `Water.frag`); the camera-below-water tint stands in
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// for `UnderwaterDeferred.fx`. See docs/REVERSE_ENGINEERING.md.
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layout(binding = 0) uniform sampler2D heightmap;
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layout(binding = 1) uniform sampler2D celldata;
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layout(binding = 2) uniform sampler2DArray atlas;
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@@ -17,7 +21,7 @@ layout(push_constant) uniform Push {
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vec4 params; // x=pitch, y=fov, z=water_z, w=has_water
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vec4 sun; // xyz=sun dir, w=ambient
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vec4 mapinfo; // x=W, y=H, z=unused, w=z_scale
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vec4 misc; // x=time, y=unused, z=cells per texture repeat, w=aspect
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vec4 misc; // x=time, y=water kind (0=ocean,1=river), z=cells per repeat, w=aspect
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} pc;
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layout(location = 0) in vec2 in_uv;
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@@ -30,6 +34,12 @@ const float CELL = 10.0; // must match ra3::terrain::cell_size
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const float NEAR = 10.0;
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const float FAR = 60000.0;
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// SAGE water model constants (see docs/REVERSE_ENGINEERING.md).
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const float WATER_SCALE = 1.0 / 320.0; // Water.frag: worldPos.xy / 320
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const float WATER_TRANSPARENT_DEPTH = 10.0; // WaterTransparency.TransparentWaterDepth
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const float WATER_MIN_OPACITY = 0.70; // WaterTransparency.TransparentWaterMinOpacity
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const float WATER_RIVER_MULTIPLIER = 1.0; // WaterTransparency.RiverTransparencyMultiplier
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float height_at(ivec2 c) {
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c = clamp(c, ivec2(0), ivec2(pc.mapinfo.xy) - 1);
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return texelFetch(heightmap, c, 0).r * 65535.0 * pc.mapinfo.w;
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@@ -92,6 +102,99 @@ vec3 sample_layer(uint layer, float wx, float wy) {
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return texture(atlas, vec3(vec2(wx, wy) / span, l)).rgb;
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}
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// ---- SAGE water (Ocean.fx / RiverWater.fx / Water.frag port) ----------------
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// Sample an atlas layer by an explicit float layer index (the water flow/bump
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// maps are appended as the last two layers of the tile atlas).
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vec3 water_tex(int layer, vec2 uv) {
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int lc = textureSize(atlas, 0).z;
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float l = float(clamp(layer, 0, max(lc - 1, 0)));
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return texture(atlas, vec3(uv, l)).rgb;
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}
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// Scrolling wave normal on the water plane: the retail bump map (atlas's last
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// layer), offset by the flow map (second-last layer) and combined with a
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// de-gridded procedural wave so the sun glint is irregular and always moving.
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vec3 water_normal(vec2 world_xy, float time) {
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vec2 q = world_xy * (WATER_SCALE * 6.0);
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float a1 = q.x * 0.80 + q.y * 0.30 + time * 1.10;
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float a2 = q.y * 0.95 - q.x * 0.45 - time * 1.30;
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float a3 = (q.x + q.y) * 1.60 + time * 2.10;
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float a4 = (q.x - q.y) * 2.30 - time * 1.70;
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float dx = 0.224 * cos(a1) - 0.099 * cos(a2) + 0.256 * cos(a3) + 0.230 * cos(a4);
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float dy = 0.084 * cos(a1) + 0.209 * cos(a2) + 0.256 * cos(a3) - 0.230 * cos(a4);
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int lc = textureSize(atlas, 0).z;
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vec3 flow = water_tex(lc - 2, q - vec2(time * 0.010, time * 0.014)) * 2.0 - 1.0;
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vec3 bump = water_tex(lc - 1, q + flow.xy * 0.05 + vec2(time * 0.006, time * 0.008)) * 2.0 - 1.0;
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float sx = -dx * 0.30 + bump.x * 0.45;
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float sy = -dy * 0.30 + bump.y * 0.45;
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return normalize(vec3(sx, sy, 1.0));
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}
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// Water.frag distortionPower * the flow texture: a small scrolling UV offset.
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float water_distortion(vec2 world_xy, float time) {
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vec2 q = world_xy * (WATER_SCALE * 6.0);
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return 0.05 * (sin(q.x * 0.9 + time * 0.7) + sin(q.y * 1.1 - time * 0.5));
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}
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// Water.frag GetCloudColor: no cloud texture is bound, so a slow low-frequency
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// scroll stands in.
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vec3 water_cloud(vec2 world_xy, float time) {
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return vec3(0.85 + 0.15 * sin((world_xy.x + world_xy.y) * 0.0007 - time * 0.05));
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}
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// Retail UnderwaterDeferred.fx: absorbs red and fogs with distance. Applied to
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// every output while the camera is below the water plane.
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vec3 apply_underwater(vec3 color, float dist, float cam_z, float water_z) {
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if (cam_z >= water_z - 0.5) return color;
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const vec3 absorb = vec3(0.35, 0.62, 0.75);
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float fog = clamp(1.0 - exp(-dist * 0.00022), 0.0, 0.9);
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return mix(color * absorb, vec3(0.02, 0.10, 0.16), fog);
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}
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// Water.frag: fresnel-mixed reflection (sky) and refraction (depth-graded
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// seabed), SAGE diffuse + specular lighting, cloud term, and a depth-based
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// transparency fade. `river` (>0.5) applies RiverTransparencyMultiplier.
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vec3 water_shade(vec3 hitpos, vec3 dir, float dist) {
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float time = pc.misc.x;
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float river = pc.misc.y;
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float seabed = world_height(hitpos.x, hitpos.y);
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float depth = max(0.0, pc.params.z - seabed);
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vec3 n = water_normal(hitpos.xy, time + water_distortion(hitpos.xy, time));
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vec3 sun = normalize(pc.sun.xyz);
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// Schlick fresnel, water F0 = 0.02.
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float cos_theta = clamp(dot(-dir, n), 0.0, 1.0);
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float fresnel = 0.02 + 0.98 * pow(1.0 - cos_theta, 5.0);
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// Reflection: the sky the surface mirrors. Refraction: the seabed, graded
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// from shallow to deep and lit by the SAGE diffuse + specular model.
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vec3 reflection = sky_color(reflect(dir, n));
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vec3 shallow = vec3(0.10, 0.34, 0.38);
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vec3 deep = vec3(0.02, 0.12, 0.22);
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vec3 refraction = mix(shallow, deep, clamp(depth / 40.0, 0.0, 1.0));
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float ndotl = max(dot(n, sun), 0.0);
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float ambient = pc.sun.w;
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vec3 diffuse = vec3(ambient + (1.0 - ambient) * ndotl);
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vec3 half_v = normalize(sun - dir);
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float spec = pow(max(dot(n, half_v), 0.0), 90.0);
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vec3 color = mix(refraction, reflection, clamp(fresnel, 0.0, 1.0)) * diffuse * water_cloud(hitpos.xy, time);
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color += vec3(1.0, 0.97, 0.9) * spec * 0.45;
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// Depth-based transparency: shallow water shows the seabed, deep water goes
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// opaque toward the deep colour.
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float alpha = clamp(depth / WATER_TRANSPARENT_DEPTH, 0.0, 1.0) * WATER_MIN_OPACITY;
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if (river > 0.5) alpha *= WATER_RIVER_MULTIPLIER;
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color = mix(refraction, color, clamp(alpha + 0.15, 0.0, 1.0));
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// Distance haze toward the horizon, as the terrain.
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float wfog = clamp(1.0 - exp(-dist * 0.00009), 0.0, 0.75);
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return mix(color, sky_color(vec3(dir.x, dir.y, 0.0)), wfog);
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}
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void main() {
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vec4 p = pc.cam;
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float pitch = clamp(pc.params.x, 0.15, 1.45);
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@@ -118,35 +221,71 @@ void main() {
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if (dir.z >= -1e-4) {
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gl_FragDepth = 1.0;
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out_color = vec4(sky_color(dir), 1.0);
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out_color = vec4(apply_underwater(sky_color(dir), 0.0, cam.z, pc.params.z), 1.0);
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return;
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}
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// March the heightfield. The step grows quickly: the map diagonal is only
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// ~9000 world units, so marching past ~20000 adds cost without detail, and
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// a 6% growth rate more than doubles the worst-case iteration count.
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float t = CELL * 0.5;
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float dt = CELL * 0.5;
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// Clip the ray to the map's XY rectangle: the boundary is an exact plane,
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// so the silhouette there stays razor-sharp instead of stair-stepping
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// across it. Outside the map is sky.
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float t_enter = 0.0;
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float t_exit = 1.0e30;
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bool inside = true;
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if (abs(dir.x) < 1e-6) {
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inside = (cam.x >= 0.0 && cam.x <= world_w);
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} else {
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float a = (0.0 - cam.x) / dir.x;
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float b = (world_w - cam.x) / dir.x;
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t_enter = max(t_enter, min(a, b));
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t_exit = min(t_exit, max(a, b));
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}
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if (inside) {
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if (abs(dir.y) < 1e-6) {
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inside = (cam.y >= 0.0 && cam.y <= world_h);
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} else {
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float a = (0.0 - cam.y) / dir.y;
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float b = (world_h - cam.y) / dir.y;
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t_enter = max(t_enter, min(a, b));
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t_exit = min(t_exit, max(a, b));
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}
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}
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if (!inside || t_exit <= 0.0) {
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gl_FragDepth = 1.0;
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out_color = vec4(apply_underwater(sky_color(dir), 0.0, cam.z, pc.params.z), 1.0);
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return;
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}
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// March the heightfield cell by cell: the step is never longer than the
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// time to cross one cell (dominant horizontal axis), while a clearance term
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// lets the ray skip the empty air above the surface. Resolving every cell is
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// what keeps cliff and map-edge silhouettes from quantising into huge
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// stair-steps that crawl as the camera pans.
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float horiz = max(abs(dir.x), abs(dir.y));
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float cell_step = min(CELL / max(horiz, 1e-4), CELL * 32.0);
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float t = max(t_enter, CELL * 0.5);
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float prev = t;
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bool hit = false;
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float hit_t = 0.0;
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for (int i = 0; i < 256 && t < 20000.0; ++i) {
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for (int i = 0; i < 1024 && t <= t_exit; ++i) {
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vec3 w = cam + dir * t;
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if (w.x < 0.0 || w.y < 0.0 || w.x >= world_w || w.y >= world_h) {
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prev = t; dt *= 1.10; t += dt; continue;
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}
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if (pc.params.w > 0.5 && w.z <= pc.params.z) { hit = true; hit_t = t; break; }
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if (w.z <= world_height(w.x, w.y)) { hit = true; hit_t = t; break; }
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prev = t; dt *= 1.10; t += dt;
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float h = world_height(w.x, w.y);
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float surface = (pc.params.w > 0.5) ? max(h, pc.params.z) : h;
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if (w.z <= surface) { hit = true; hit_t = t; break; }
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float clearance = (w.z - surface) / max(-dir.z, 1e-4);
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prev = t;
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t += clamp(clearance, cell_step, cell_step * 8.0);
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}
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if (!hit) { gl_FragDepth = 1.0; out_color = vec4(sky_color(dir), 1.0); return; }
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if (!hit) { gl_FragDepth = 1.0; out_color = vec4(apply_underwater(sky_color(dir), 0.0, cam.z, pc.params.z), 1.0); return; }
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// Refine the first crossing; with a sub-cell bracket this converges to the
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// exact surface point.
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float lo = prev, hi = hit_t;
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for (int i = 0; i < 6; ++i) {
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for (int i = 0; i < 18; ++i) {
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float mid = 0.5 * (lo + hi);
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vec3 w = cam + dir * mid;
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bool water = pc.params.w > 0.5 && w.z <= pc.params.z;
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if (water || w.z <= world_height(w.x, w.y)) hi = mid; else lo = mid;
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float h = world_height(w.x, w.y);
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float surface = (pc.params.w > 0.5) ? max(h, pc.params.z) : h;
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if (w.z <= surface) hi = mid; else lo = mid;
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}
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vec3 hitpos = cam + dir * hi;
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@@ -158,21 +297,7 @@ void main() {
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float ambient = pc.sun.w;
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if (pc.params.w > 0.5 && hitpos.z <= pc.params.z + 0.01) {
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// Water: animated normal from a procedural wave, sky reflection + fresnel.
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float time = pc.misc.x;
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vec2 q = hitpos.xy * 0.015;
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float nx = sin(q.x * 1.3 + time * 1.7) + 0.5 * sin(q.x * 3.1 - time * 2.3);
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float ny = sin(q.y * 1.1 - time * 1.3) + 0.5 * sin(q.y * 2.7 + time * 1.9);
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vec3 n = normalize(vec3(nx * 0.06, ny * 0.06, 1.0));
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float fres = pow(1.0 - clamp(-dir.z, 0.0, 1.0), 3.0);
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vec3 deep = vec3(0.03, 0.16, 0.28);
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vec3 refl = sky_color(reflect(dir, n));
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float lam = max(0.0, dot(n, sun));
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vec3 water = mix(deep, refl, clamp(0.25 + 0.55 * fres, 0.0, 0.9));
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water += vec3(1.0, 0.98, 0.9) * pow(lam, 64.0) * 0.6; // sun glint
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float wfog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75);
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water = mix(water, sky_color(vec3(dir.x, dir.y, 0.0)), wfog);
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out_color = vec4(water, 1.0);
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out_color = vec4(apply_underwater(water_shade(hitpos, dir, hi), hi, cam.z, pc.params.z), 1.0);
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return;
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}
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@@ -211,5 +336,5 @@ void main() {
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// Distance haze toward the horizon so the map edge blends into the sky.
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float fog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75);
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lit = mix(lit, sky_color(vec3(dir.x, dir.y, 0.0)), fog);
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out_color = vec4(lit, 1.0);
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out_color = vec4(apply_underwater(lit, hi, cam.z, pc.params.z), 1.0);
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}
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