v0.6.0: WebAssembly build with a WebGL backend (playable in the browser)
- ra3.webgl: a Web peer of Vulkan/Direct3D (SDL3 canvas + GLES3/WebGL2), with 2D blit and the GPU terrain raymarch; GLSL ES shaders; null fallback off Emscripten. backend::webgl + default_backend() (webgl under Emscripten). - Emscripten toolchain + Dockerfile.wasm + scripts/build-wasm.sh; import std, global -fexceptions, and Asyncify so the blocking frame loop yields to the browser (display::sleep_frame calls emscripten_sleep). - apps/web/shell.html + apps/web/serve.py (Range-capable dev server). - Assets: browsers forbid synchronous on-demand reads on the main thread (and FS.createLazyFile / the WasmFS fetch backend are worker-only; SDL3's Emscripten backend is main-thread DOM only, so the engine cannot run in a worker). The wasm build therefore preloads a compact per-map set via OPENRA3_WEB_ASSETS. - New openra3 textures --map ID lists the loose terrain TGAs a map resolves to (terrain::resolve_texture_files, shared with load_textures_from_dir). - Fixes: webgl heightmap used GL_R16 = 0x8229 (that is R8) -> upload rejected, terrain flattened to water; now 0x822A. Logger uses a stdout console sink on the web (stderr maps to console.error); a GL error check logs bad uploads. - CI: wasm image + build jobs.
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#version 300 es
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// GPU heightfield raymarcher for the real RA3 terrain (the WebGL port of
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// terrain.frag). The Vulkan push constants become a set of vec4 uniforms.
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precision highp float;
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precision highp int;
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precision highp sampler2D;
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precision highp sampler2DArray;
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uniform sampler2D u_heightmap; // R16 heights
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uniform sampler2D u_celldata; // per-cell blend record (RGBA16)
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uniform sampler2DArray u_atlas; // tile material array (RGBA8)
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// One contiguous array so the host can upload all five vec4s with a single
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// glUniform4fv; the names keep the shader body identical to terrain.frag.
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uniform vec4 u_data[5];
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#define u_cam u_data[0] // x=target_x, y=target_y, z=yaw, w=height
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#define u_params u_data[1] // x=pitch, y=fov, z=water_z, w=has_water
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#define u_sun u_data[2] // xyz=sun dir, w=ambient
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#define u_mapinfo u_data[3] // x=W, y=H, z=unused, w=z_scale
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#define u_misc u_data[4] // x=time, y=unused, z=cells per texture repeat, w=aspect
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in vec2 v_uv;
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out vec4 frag_color;
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const float CELL = 10.0; // must match ra3::terrain::cell_size
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float height_at(ivec2 c) {
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c = clamp(c, ivec2(0), ivec2(u_mapinfo.xy) - 1);
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return texelFetch(u_heightmap, c, 0).r * 65535.0 * u_mapinfo.w;
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}
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float world_height(float wx, float wy) {
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float world_w = u_mapinfo.x * CELL;
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float world_h = u_mapinfo.y * CELL;
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if (wx < 0.0 || wy < 0.0 || wx >= world_w || wy >= world_h) return -1.0e9;
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ivec2 c = ivec2(int(wx / CELL), int((world_h - wy) / CELL));
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return height_at(c);
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}
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vec3 sky_color(vec3 dir) {
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vec3 d = normalize(dir);
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vec3 sun_dir = normalize(u_sun.xyz);
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float t = clamp(d.z, 0.0, 1.0);
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vec3 horizon = vec3(0.70, 0.78, 0.85);
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vec3 zenith = vec3(0.28, 0.48, 0.80);
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vec3 col = mix(horizon, zenith, pow(t, 0.6));
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float sun = max(dot(d, sun_dir), 0.0);
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col += vec3(1.0, 0.95, 0.82) * pow(sun, 300.0) * 1.6; // sun disk
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col += vec3(1.0, 0.90, 0.72) * pow(sun, 8.0) * 0.18; // glow
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return col;
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}
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// The retail SAGE blend ramp (see terrain.frag).
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float blend_factor(uint direction, uint flags, vec2 f) {
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bool flipped = (flags & 1u) != 0u;
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bool two_sided = (flags & 2u) != 0u;
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if (flipped) {
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if (direction == 1u) {
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f.x = 1.0 - f.x;
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} else if (direction == 2u || direction == 4u || direction == 8u) {
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f.y = 1.0 - f.y;
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}
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}
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if (direction == 1u) return f.x;
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if (direction == 2u) return f.y;
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if (direction == 4u) {
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float s = (1.0 - f.x) + (1.0 - f.y);
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return two_sided ? 1.0 - clamp(s - 1.0, 0.0, 1.0) : clamp(1.0 - s, 0.0, 1.0);
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}
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if (direction == 8u) {
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float s = f.x + (1.0 - f.y);
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return two_sided ? 1.0 - clamp(s - 1.0, 0.0, 1.0) : clamp(1.0 - s, 0.0, 1.0);
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}
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return 0.0;
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}
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vec3 sample_layer(uint layer, float wx, float wy) {
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float span = max(u_misc.z, 1.0);
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int layer_count = textureSize(u_atlas, 0).z;
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float l = float(min(layer, uint(layer_count - 1)));
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// The atlas is 0xAARRGGBB (BGRA in memory), uploaded as GL_RGBA.
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return texture(u_atlas, vec3(vec2(wx, wy) / span, l)).bgr;
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}
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void main() {
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vec4 p = u_cam;
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float pitch = clamp(u_params.x, 0.15, 1.45);
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float fov = clamp(u_params.y, 0.3, 1.4);
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float world_w = u_mapinfo.x * CELL;
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float world_h = u_mapinfo.y * CELL;
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float cp = cos(pitch);
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vec3 fwd = vec3(cp * sin(p.z), cp * cos(p.z), -sin(pitch));
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vec3 right = normalize(cross(fwd, vec3(0, 0, 1)));
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vec3 up = cross(right, fwd);
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float target_z = world_height(p.x, p.y);
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if (target_z < -1.0e8) target_z = 0.0;
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float dist = p.w / sin(pitch);
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vec3 cam = vec3(p.x, p.y, target_z + p.w) - fwd * dist;
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vec2 ndc = vec2(v_uv.x * 2.0 - 1.0, 1.0 - v_uv.y * 2.0);
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float aspect = u_misc.w;
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float th = tan(fov * 0.5);
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vec3 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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frag_color = vec4(sky_color(dir), 1.0);
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return;
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}
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float t = CELL * 0.5;
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float dt = 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 < 512 && t < 60000.0; ++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;
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dt *= 1.06;
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t += dt;
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continue;
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}
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if (u_params.w > 0.5 && w.z <= u_params.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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hit = true;
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hit_t = t;
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break;
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}
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prev = t;
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dt *= 1.06;
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t += dt;
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}
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if (!hit) {
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frag_color = vec4(sky_color(dir), 1.0);
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return;
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}
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float lo = prev;
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float hi = hit_t;
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for (int i = 0; i < 6; ++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 = u_params.w > 0.5 && w.z <= u_params.z;
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if (water || w.z <= world_height(w.x, w.y)) {
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hi = mid;
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} else {
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lo = mid;
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}
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}
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vec3 hitpos = cam + dir * hi;
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vec3 sun = normalize(u_sun.xyz);
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float ambient = u_sun.w;
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if (u_params.w > 0.5 && hitpos.z <= u_params.z + 0.01) {
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float time = u_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;
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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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frag_color = vec4(water, 1.0);
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return;
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}
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float wx = hitpos.x / CELL;
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float wy = (world_h - hitpos.y) / CELL;
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int cx = clamp(int(wx), 0, int(u_mapinfo.x) - 1);
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int cy = clamp(int(wy), 0, int(u_mapinfo.y) - 1);
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float fx = wx - floor(wx);
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float fy = wy - floor(wy);
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uvec4 record = uvec4(texelFetch(u_celldata, ivec2(cx, cy), 0) * 65535.0 + 0.5);
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uint packed = record.w;
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uint dir1 = packed & 0xFu;
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uint flags1 = (packed >> 4u) & 0x3u;
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uint dir2 = (packed >> 8u) & 0xFu;
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uint flags2 = (packed >> 12u) & 0x3u;
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vec2 fracUV = vec2(fx, fy);
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vec3 c0 = sample_layer(record.x, wx, wy);
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vec3 c1 = sample_layer(record.y, wx, wy);
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vec3 c2 = sample_layer(record.z, wx, wy);
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float f1 = blend_factor(dir1, flags1, fracUV);
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float f2 = blend_factor(dir2, flags2, fracUV);
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vec3 albedo = mix(mix(c0, c1, f1), c2, f2);
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float hl = world_height(hitpos.x - CELL, hitpos.y);
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float hr = world_height(hitpos.x + CELL, hitpos.y);
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float hd = world_height(hitpos.x, hitpos.y - CELL);
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float hu = world_height(hitpos.x, hitpos.y + CELL);
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vec3 n = normalize(vec3(hl - hr, hd - hu, 2.0 * CELL));
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float lambert = max(0.0, dot(n, sun));
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vec3 lit = albedo * (ambient + (1.0 - ambient) * lambert);
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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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frag_color = vec4(lit, 1.0);
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}
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