v0.7.0: SDL-free wasm worker backend (WebGPU + WebGL2) with on-demand assets
The engine now runs on a plain Web Worker (no SDL, no PROXY_TO_PTHREAD: in a pthread Emscripten proxies every filesystem syscall to the main browser thread, where synchronous XHR - and thus FS.createLazyFile - is forbidden). A page/worker pair transfers an OffscreenCanvas and forwards DOM input; assets load lazily from an embedded manifest, so entering a map fetches only that map and its tiles. Presentation: ra3.webgpu (WebGPU via Emscripten's emdawnwebgpu port, WGSL shaders, the default on wasm) and ra3.wasmgl (WebGL2, GLSL ES). The legacy SDL ra3.webgl backend is removed.
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// WebGPU counterpart of the GPU heightfield raymarcher (the WGSL port of
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// webgl_terrain_frag.glsl / terrain.frag). The Vulkan push constants become a
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// uniform buffer of five vec4s, laid out exactly as `ra3::wasmgl::detail::terrain_uniforms`.
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//
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// Bind group 0: uniform data[5], the R16 heightmap (u32), the RGBA16 cell record
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// (vec4<u32>), the RGBA8 tile atlas (array), and an atlas sampler.
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struct TerrainUniforms {
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data: array<vec4<f32>, 5>,
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};
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@group(0) @binding(0) var<uniform> u: TerrainUniforms;
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@group(0) @binding(1) var u_heightmap: texture_2d<u32>; // R16Uint heights
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@group(0) @binding(2) var u_celldata: texture_2d<u32>; // RGBA16Uint blend record (texel is vec4<u32>)
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@group(0) @binding(3) var u_atlas: texture_2d_array<f32>; // RGBA8 tile materials
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@group(0) @binding(4) var u_atlas_samp: sampler;
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const CELL: f32 = 10.0; // must match ra3::terrain::cell_size
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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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fn mapinfo_uniform() -> vec4<f32> { return u.data[3]; }// x=W, y=H, z=unused, w=z_scale
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fn misc_uniform() -> vec4<f32> { return u.data[4]; } // x=time, y=unused, z=cells per repeat, w=aspect
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struct TerrainOut {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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};
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> TerrainOut {
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let p = vec2<f32>(f32((vertex_index << 1u) & 2u), f32(vertex_index & 2u));
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var out: TerrainOut;
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out.uv = p;
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out.position = vec4<f32>(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0);
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return out;
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}
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fn height_at(cell: vec2<i32>) -> f32 {
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let limit = vec2<i32>(mapinfo_uniform().xy) - vec2<i32>(1);
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let c = clamp(cell, vec2<i32>(0), limit);
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return f32(textureLoad(u_heightmap, c, 0).r) * mapinfo_uniform().w;
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}
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fn world_height(wx: f32, wy: f32) -> f32 {
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let world_w = mapinfo_uniform().x * CELL;
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let world_h = mapinfo_uniform().y * CELL;
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if (wx < 0.0 || wy < 0.0 || wx >= world_w || wy >= world_h) {
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return -1.0e9;
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}
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let c = vec2<i32>(i32(wx / CELL), i32((world_h - wy) / CELL));
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return height_at(c);
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}
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fn sky_color(dir: vec3<f32>) -> vec3<f32> {
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let d = normalize(dir);
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let sun_dir = normalize(sun_uniform().xyz);
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let t = clamp(d.z, 0.0, 1.0);
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let horizon = vec3<f32>(0.70, 0.78, 0.85);
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let zenith = vec3<f32>(0.28, 0.48, 0.80);
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var col = mix(horizon, zenith, pow(t, 0.6));
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let sun = max(dot(d, sun_dir), 0.0);
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col += vec3<f32>(1.0, 0.95, 0.82) * pow(sun, 300.0) * 1.6;
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col += vec3<f32>(1.0, 0.90, 0.72) * pow(sun, 8.0) * 0.18;
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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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fn blend_factor(direction: u32, flags: u32, f_in: vec2<f32>) -> f32 {
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var f = f_in;
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let flipped = (flags & 1u) != 0u;
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let 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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let s = (1.0 - f.x) + (1.0 - f.y);
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return select(clamp(1.0 - s, 0.0, 1.0), 1.0 - clamp(s - 1.0, 0.0, 1.0), two_sided);
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}
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if (direction == 8u) {
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let s = f.x + (1.0 - f.y);
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return select(clamp(1.0 - s, 0.0, 1.0), 1.0 - clamp(s - 1.0, 0.0, 1.0), two_sided);
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}
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return 0.0;
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}
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fn sample_layer(layer: u32, wx: f32, wy: f32) -> vec3<f32> {
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let span = max(misc_uniform().z, 1.0);
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let layer_count = textureNumLayers(u_atlas);
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let l = f32(min(layer, layer_count - 1u));
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// The atlas is 0xAARRGGBB (BGRA in memory), uploaded as RGBA8.
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let c = textureSampleLevel(u_atlas, u_atlas_samp, vec2<f32>(wx, wy) / span, i32(l), 0.0);
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return vec3<f32>(c.b, c.g, c.r);
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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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let pitch = clamp(params_uniform().x, 0.15, 1.45);
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let fov = clamp(params_uniform().y, 0.3, 1.4);
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let world_w = mapinfo_uniform().x * CELL;
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let world_h = mapinfo_uniform().y * CELL;
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let cp = cos(pitch);
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let fwd = vec3<f32>(cp * sin(p.z), cp * cos(p.z), -sin(pitch));
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let right = normalize(cross(fwd, vec3<f32>(0.0, 0.0, 1.0)));
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let up = cross(right, fwd);
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var 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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let dist = p.w / sin(pitch);
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let cam = vec3<f32>(p.x, p.y, target_z + p.w) - fwd * dist;
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let ndc = vec2<f32>(in.uv.x * 2.0 - 1.0, 1.0 - in.uv.y * 2.0);
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let aspect = misc_uniform().w;
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let th = tan(fov * 0.5);
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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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}
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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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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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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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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 *= 1.10;
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t += dt;
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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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}
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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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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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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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let hitpos = cam + dir * hi;
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let sun = normalize(sun_uniform().xyz);
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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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}
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let wx = hitpos.x / CELL;
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let wy = (world_h - hitpos.y) / CELL;
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let cx = clamp(i32(wx), 0, i32(mapinfo_uniform().x) - 1);
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let cy = clamp(i32(wy), 0, i32(mapinfo_uniform().y) - 1);
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let fx = wx - floor(wx);
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let fy = wy - floor(wy);
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let record = textureLoad(u_celldata, vec2<i32>(cx, cy), 0);
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let packed = record.w;
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let dir1 = packed & 0xFu;
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let flags1 = (packed >> 4u) & 0x3u;
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let dir2 = (packed >> 8u) & 0xFu;
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let flags2 = (packed >> 12u) & 0x3u;
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let frac_uv = vec2<f32>(fx, fy);
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let c0 = sample_layer(record.x, wx, wy);
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let c1 = sample_layer(record.y, wx, wy);
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let c2 = sample_layer(record.z, wx, wy);
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let f1 = blend_factor(dir1, flags1, frac_uv);
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let f2 = blend_factor(dir2, flags2, frac_uv);
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let albedo = mix(mix(c0, c1, f1), c2, f2);
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let hl = world_height(hitpos.x - CELL, hitpos.y);
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let hr = world_height(hitpos.x + CELL, hitpos.y);
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let hd = world_height(hitpos.x, hitpos.y - CELL);
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let hu = world_height(hitpos.x, hitpos.y + CELL);
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let n = normalize(vec3<f32>(hl - hr, hd - hu, 2.0 * CELL));
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let lambert = max(0.0, dot(n, sun));
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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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}
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