Add support for includes when loading shaders.
This commit is contained in:
		@ -19,29 +19,40 @@ from engine import load_shader
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#TODO: preprocessing (at least includes)
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					#TODO: preprocessing (at least includes)
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					def _cleanup(line):
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					    return line.partition('//')[0].strip()
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					def _filter(line):
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					    return line
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					def _subst(line):
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					    if line.startswith('#include '):
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					        path = Path('.') / 'game' / 'shaders'
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					        lines = []
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					        for name in line.split()[1:]:
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					            lines.extend(_load_source(path / name.strip('"')))
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					        return lines
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					    return [line]
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					def _load_source(_path):
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					    assert _path.exists()
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					    lines = filter(_filter, map(_cleanup, open(_path, 'rt')))
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					    source = []
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					    for line in lines:
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					        source.extend(_subst(line))
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					    return source
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					def _convert(line):
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					    return bytes(line, 'utf-8') + b'\n'
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def load(vert_name, frag_name = ''):
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					def load(vert_name, frag_name = ''):
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    path = Path('.') / 'game' / 'shaders'
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					    path = Path('.') / 'game' / 'shaders'
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    if not frag_name:
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					    if not frag_name:
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        frag_name = vert_name
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					        frag_name = vert_name
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    def _cleanup(_line):
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        return _line.partition('//')[0].strip()
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    def _filter(_line):
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        return _line
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    def _convert(_line):
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        return bytes(_line, 'utf-8') + b'\n'
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    def load_source(_path):
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        if not _path.exists():
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            print("Cannot find", _path)
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            return None
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        return list(map(_convert, filter(_filter, map(_cleanup, open(_path, 'rt')))))
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    print("Loading vertex shader", vert_name)
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					    print("Loading vertex shader", vert_name)
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    vert_lines = load_source(path / (vert_name + '_opengles.vert'))
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					    vert_lines = list(map(_convert, _load_source(path / (vert_name + '_opengles.vert'))))
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    if not vert_lines:
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					    assert vert_lines
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        print("Error: Vertex shader is empty.")
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        return None
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    print("Loading fragment shader", frag_name)
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					    print("Loading fragment shader", frag_name)
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    frag_lines = load_source(path / (frag_name + '_opengles.frag'))
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					    frag_lines = list(map(_convert, _load_source(path / (frag_name + '_opengles.frag'))))
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    if not frag_lines:
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					    assert frag_lines
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        print("Error: Fragment shader is empty.")
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        return None
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    return load_shader(vert_lines, frag_lines)
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					    return load_shader(vert_lines, frag_lines)
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@ -16,6 +16,8 @@
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#version 320 es
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					#version 320 es
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precision highp float;
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					precision highp float;
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					#include "include/environment.glsl"
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in vec4 v_position; // view space
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					in vec4 v_position; // view space
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in vec4 v_normal; // view space
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					in vec4 v_normal; // view space
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in vec4 v_terrain_normal; // view space (x, y, z, weight)
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					in vec4 v_terrain_normal; // view space (x, y, z, weight)
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@ -23,9 +25,6 @@ in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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#define v_weight v_terrain_normal.w
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					#define v_weight v_terrain_normal.w
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uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
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uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power)
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layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
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					layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
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layout(location = 0) out vec4 o_color;
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					layout(location = 0) out vec4 o_color;
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										7
									
								
								game/shaders/include/camera.glsl
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								game/shaders/include/camera.glsl
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,7 @@
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					#ifndef CAMERA_INCLUDED
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					#define CAMERA_INCLUDED
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					uniform mat4 u_view; // world space -> view space
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					uniform mat4 u_projection; // view space -> screen space
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					#endif // CAMERA_INCLUDED
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										20
									
								
								game/shaders/include/common.glsl
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										20
									
								
								game/shaders/include/common.glsl
									
									
									
									
									
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							@ -0,0 +1,20 @@
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					#ifndef COMMON_INCLUDED
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					#define COMMON_INCLUDED
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					layout(binding=1) uniform highp sampler2D u_height_sampler;
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					layout(binding=2) uniform highp sampler2D u_normal_sampler;
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					const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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					const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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					const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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					const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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					const vec2 c_terrain_shift = vec2(0.5, 0.5);
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					const float c_weight_scale = 1.0 / 64.f;
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					const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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					out vec4 v_position; // view space
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					out vec4 v_normal; // view space
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					out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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					out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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					#endif // COMMON_INCLUDED
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										10
									
								
								game/shaders/include/environment.glsl
									
									
									
									
									
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										10
									
								
								game/shaders/include/environment.glsl
									
									
									
									
									
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							@ -0,0 +1,10 @@
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					#ifndef ENVIRONMENT_INCLUDED
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					#define ENVIRONMENT_INCLUDED
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					uniform vec3 u_light_direction; // view space
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					uniform vec3 u_light_color;
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					uniform vec3 u_horizon_color;
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					uniform vec3 u_sky_color;
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					uniform vec3 u_sun_color;
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					#endif // ENVIRONMENT_INCLUDED
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										8
									
								
								game/shaders/include/vertex_format.glsl
									
									
									
									
									
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										8
									
								
								game/shaders/include/vertex_format.glsl
									
									
									
									
									
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							@ -0,0 +1,8 @@
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					#ifndef VERTEX_FORMAT_INCLUDED
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					#define VERTEX_FORMAT_INCLUDED
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					layout(location = 0) in vec3 a_position; // model space
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					layout(location = 1) in vec3 a_normal; // model space
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					layout(location = 2) in vec3 a_texcoord; // texture space
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					#endif // VERTEX_FORMAT_INCLUDED
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@ -16,14 +16,11 @@
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#version 320 es
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					#version 320 es
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precision highp float;
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					precision highp float;
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					#include "include/camera.glsl"
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					#include "include/environment.glsl"
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in vec3 v_position;
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					in vec3 v_position;
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uniform mat4 u_view; // world space -> view space, unit = km
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uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
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uniform vec3 u_light_color;
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uniform vec3 u_horizon_color;
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uniform vec3 u_sky_color;
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uniform vec3 u_sun_color;
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uniform float u_sea_phase;
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					uniform float u_sea_phase;
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#define u_right u_view[0].xyz
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					#define u_right u_view[0].xyz
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@ -16,9 +16,9 @@
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#version 320 es
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					#version 320 es
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precision highp float;
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					precision highp float;
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layout(location = 0) in vec3 a_position; // view space
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					#include "include/camera.glsl"
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uniform mat4 u_projection; // view space -> screen space
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					layout(location = 0) in vec3 a_position; // view space
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out vec3 v_position; // view space
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					out vec3 v_position; // view space
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@ -16,31 +16,12 @@
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#version 320 es
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					#version 320 es
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precision highp float;
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					precision highp float;
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layout(location = 0) in vec3 a_position; // model space
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					#include "include/vertex_format.glsl"
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layout(location = 1) in vec3 a_normal; // model space
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					#include "include/camera.glsl"
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layout(location = 2) in vec3 a_texcoord; // texture space
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					#include "include/common.glsl"
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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					layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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					void main(void) {
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    vec4 world_position = vec4(i_translation + a_position, 1.0);
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					    vec4 world_position = vec4(i_translation + a_position, 1.0);
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    vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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					    vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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@ -16,32 +16,13 @@
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#version 320 es
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					#version 320 es
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precision highp float;
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					precision highp float;
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layout(location = 0) in vec3 a_position; // model space
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					#include "include/vertex_format.glsl"
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layout(location = 1) in vec3 a_normal; // model space
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					#include "include/camera.glsl"
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layout(location = 2) in vec3 a_texcoord; // texture space
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					#include "include/common.glsl"
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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					layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world space
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					layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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					void main(void) {
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    vec4 world_position = vec4(i_translation + i_orientation * a_position, 1.0);
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					    vec4 world_position = vec4(i_translation + i_orientation * a_position, 1.0);
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    float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
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					    float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
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