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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@@ -17,6 +17,12 @@ struct TerrainUniforms {
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const CELL: f32 = 10.0; // must match ra3::terrain::cell_size
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// SAGE water model constants (see docs/REVERSE_ENGINEERING.md).
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const WATER_SCALE: f32 = 1.0 / 320.0;
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const WATER_TRANSPARENT_DEPTH: f32 = 10.0;
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const WATER_MIN_OPACITY: f32 = 0.70;
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const WATER_RIVER_MULTIPLIER: f32 = 1.0;
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fn cam_uniform() -> vec4<f32> { return u.data[0]; } // x=target_x, y=target_y, z=yaw, w=height
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fn params_uniform() -> vec4<f32> { return u.data[1]; } // x=pitch, y=fov, z=water_z, w=has_water
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fn sun_uniform() -> vec4<f32> { return u.data[2]; } // xyz=sun dir, w=ambient
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@@ -100,6 +106,92 @@ fn sample_layer(layer: u32, wx: f32, wy: f32) -> vec3<f32> {
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return vec3<f32>(c.b, c.g, c.r);
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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 layer index (the water flow/bump maps
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// are appended as the last two layers of the tile atlas). The atlas is
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// 0xAARRGGBB, so the b/g/r swap restores RGB (as `sample_layer`).
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fn water_tex(layer: i32, uv: vec2<f32>) -> vec3<f32> {
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let lc = i32(textureNumLayers(u_atlas));
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let l = clamp(layer, 0, max(lc - 1, 0));
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let c = textureSampleLevel(u_atlas, u_atlas_samp, uv, l, 0.0);
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return vec3<f32>(c.b, c.g, c.r);
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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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fn water_normal(world_xy: vec2<f32>, time: f32) -> vec3<f32> {
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let q = world_xy * (WATER_SCALE * 6.0);
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let a1 = q.x * 0.80 + q.y * 0.30 + time * 1.10;
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let a2 = q.y * 0.95 - q.x * 0.45 - time * 1.30;
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let a3 = (q.x + q.y) * 1.60 + time * 2.10;
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let a4 = (q.x - q.y) * 2.30 - time * 1.70;
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let dx = 0.224 * cos(a1) - 0.099 * cos(a2) + 0.256 * cos(a3) + 0.230 * cos(a4);
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let dy = 0.084 * cos(a1) + 0.209 * cos(a2) + 0.256 * cos(a3) - 0.230 * cos(a4);
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let lc = i32(textureNumLayers(u_atlas));
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let flow = water_tex(lc - 2, q - vec2<f32>(time * 0.010, time * 0.014)) * 2.0 - 1.0;
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let bump = water_tex(lc - 1, q + flow.xy * 0.05 + vec2<f32>(time * 0.006, time * 0.008)) * 2.0 - 1.0;
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let sx = -dx * 0.30 + bump.x * 0.45;
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let sy = -dy * 0.30 + bump.y * 0.45;
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return normalize(vec3<f32>(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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fn water_distortion(world_xy: vec2<f32>, time: f32) -> f32 {
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let 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 scroll stands in.
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fn water_cloud(world_xy: vec2<f32>, time: f32) -> vec3<f32> {
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return vec3<f32>(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.
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fn apply_underwater(color: vec3<f32>, distance: f32, cam_z: f32, water_z: f32) -> vec3<f32> {
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if (cam_z >= water_z - 0.5) { return color; }
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let absorb = vec3<f32>(0.35, 0.62, 0.75);
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let fog = clamp(1.0 - exp(-distance * 0.00022), 0.0, 0.9);
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return mix(color * absorb, vec3<f32>(0.02, 0.10, 0.16), fog);
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}
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// Water.frag: fresnel-mixed sky reflection and depth-graded seabed refraction,
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// SAGE diffuse + specular lighting, cloud term, depth-based transparency fade.
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fn water_shade(hitpos: vec3<f32>, dir: vec3<f32>, distance: f32) -> vec3<f32> {
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let time = misc_uniform().x;
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let river = misc_uniform().y;
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let seabed = world_height(hitpos.x, hitpos.y);
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let depth = max(0.0, params_uniform().z - seabed);
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let n = water_normal(hitpos.xy, time + water_distortion(hitpos.xy, time));
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let sun_dir = normalize(sun_uniform().xyz);
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let cos_theta = clamp(dot(-dir, n), 0.0, 1.0);
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let fresnel = 0.02 + 0.98 * pow(1.0 - cos_theta, 5.0);
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let reflection = sky_color(reflect(dir, n));
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let shallow = vec3<f32>(0.10, 0.34, 0.38);
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let deep = vec3<f32>(0.02, 0.12, 0.22);
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let refraction = mix(shallow, deep, clamp(depth / 40.0, 0.0, 1.0));
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let ndotl = max(dot(n, sun_dir), 0.0);
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let ambient = sun_uniform().w;
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let diffuse = vec3<f32>(ambient + (1.0 - ambient) * ndotl);
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let half_v = normalize(sun_dir - dir);
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let spec = pow(max(dot(n, half_v), 0.0), 90.0);
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var color = mix(refraction, reflection, clamp(fresnel, 0.0, 1.0)) * diffuse * water_cloud(hitpos.xy, time);
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color += vec3<f32>(1.0, 0.97, 0.9) * spec * 0.45;
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var 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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let wfog = clamp(1.0 - exp(-distance * 0.00009), 0.0, 0.75);
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return mix(color, sky_color(vec3<f32>(dir.x, dir.y, 0.0)), wfog);
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}
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@fragment
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fn fs_main(in: TerrainOut) -> @location(0) vec4<f32> {
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let p = cam_uniform();
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@@ -124,49 +216,75 @@ fn fs_main(in: TerrainOut) -> @location(0) vec4<f32> {
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let dir = normalize(fwd + right * ndc.x * th * aspect + up * ndc.y * th);
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if (dir.z >= -1e-4) {
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return vec4<f32>(sky_color(dir), 1.0);
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return vec4<f32>(apply_underwater(sky_color(dir), 0.0, cam.z, params_uniform().z), 1.0);
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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.
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var t = CELL * 0.5;
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var 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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var t_enter = 0.0;
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var t_exit = 1.0e30;
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var 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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let a = (0.0 - cam.x) / dir.x;
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let 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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let a = (0.0 - cam.y) / dir.y;
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let 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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return vec4<f32>(apply_underwater(sky_color(dir), 0.0, cam.z, params_uniform().z), 1.0);
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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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let horiz = max(abs(dir.x), abs(dir.y));
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let cell_step = min(CELL / max(horiz, 1e-4), CELL * 32.0);
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var t = max(t_enter, CELL * 0.5);
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var prev = t;
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var hit = false;
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var hit_t = 0.0;
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for (var i = 0; i < 256 && t < 20000.0; i = i + 1) {
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for (var i = 0; i < 1024 && t <= t_exit; i = i + 1) {
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let 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;
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dt *= 1.10;
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t += dt;
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continue;
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}
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if (params_uniform().w > 0.5 && w.z <= params_uniform().z) {
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hit = true;
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hit_t = t;
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break;
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}
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if (w.z <= world_height(w.x, w.y)) {
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let h = world_height(w.x, w.y);
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let surface = select(h, max(h, params_uniform().z), params_uniform().w > 0.5);
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if (w.z <= surface) {
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hit = true;
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hit_t = t;
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break;
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}
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let clearance = (w.z - surface) / max(-dir.z, 1e-4);
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prev = t;
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dt *= 1.10;
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t += dt;
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t += clamp(clearance, cell_step, cell_step * 8.0);
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}
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if (!hit) {
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return vec4<f32>(sky_color(dir), 1.0);
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return vec4<f32>(apply_underwater(sky_color(dir), 0.0, cam.z, params_uniform().z), 1.0);
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}
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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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var lo = prev;
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var hi = hit_t;
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for (var i = 0; i < 6; i = i + 1) {
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for (var i = 0; i < 18; i = i + 1) {
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let mid = 0.5 * (lo + hi);
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let w = cam + dir * mid;
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let water = params_uniform().w > 0.5 && w.z <= params_uniform().z;
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if (water || w.z <= world_height(w.x, w.y)) {
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let h = world_height(w.x, w.y);
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let surface = select(h, max(h, params_uniform().z), params_uniform().w > 0.5);
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if (w.z <= surface) {
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hi = mid;
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} else {
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lo = mid;
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@@ -178,20 +296,7 @@ fn fs_main(in: TerrainOut) -> @location(0) vec4<f32> {
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let ambient = sun_uniform().w;
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if (params_uniform().w > 0.5 && hitpos.z <= params_uniform().z + 0.01) {
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let time = misc_uniform().x;
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let q = hitpos.xy * 0.015;
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let nx = sin(q.x * 1.3 + time * 1.7) + 0.5 * sin(q.x * 3.1 - time * 2.3);
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let ny = sin(q.y * 1.1 - time * 1.3) + 0.5 * sin(q.y * 2.7 + time * 1.9);
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let n = normalize(vec3<f32>(nx * 0.06, ny * 0.06, 1.0));
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let fres = pow(1.0 - clamp(-dir.z, 0.0, 1.0), 3.0);
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let deep = vec3<f32>(0.03, 0.16, 0.28);
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let refl = sky_color(reflect(dir, n));
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let lam = max(0.0, dot(n, sun));
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var water = mix(deep, refl, clamp(0.25 + 0.55 * fres, 0.0, 0.9));
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water += vec3<f32>(1.0, 0.98, 0.9) * pow(lam, 64.0) * 0.6;
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let wfog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75);
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water = mix(water, sky_color(vec3<f32>(dir.x, dir.y, 0.0)), wfog);
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return vec4<f32>(water, 1.0);
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return vec4<f32>(apply_underwater(water_shade(hitpos, dir, hi), hi, cam.z, params_uniform().z), 1.0);
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}
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let wx = hitpos.x / CELL;
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@@ -225,5 +330,5 @@ fn fs_main(in: TerrainOut) -> @location(0) vec4<f32> {
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var lit = albedo * (ambient + (1.0 - ambient) * lambert);
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let fog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75);
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lit = mix(lit, sky_color(vec3<f32>(dir.x, dir.y, 0.0)), fog);
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return vec4<f32>(lit, 1.0);
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return vec4<f32>(apply_underwater(lit, hi, cam.z, params_uniform().z), 1.0);
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}
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