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Implement ambient occlusion shader based on camera angle
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831d9185a2
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@ -27,6 +27,10 @@ import { ShaderChunk } from 'three';
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export const LOWRES_FRAGMENT_SHADER = `
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${ShaderChunk.logdepthbuf_pars_fragment}
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#define PI 3.1415926535897932
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#define PI_HALF 1.5707963267948966
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#define PI_D10 0.3141592653589793
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#ifndef texture
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#define texture texture2D
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#endif
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@ -83,7 +87,25 @@ void main() {
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float heightX = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(1.0, 0.0))));
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float heightZ = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(0.0, 1.0))));
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float diff = (height - heightX) + (height - heightZ);
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color.rgb += clamp(diff * 0.04, -0.2, 0.04);
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vec3 defaultRGB = color.rgb + clamp(diff * 0.04, -0.2, 0.04);
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vec3 occRGB = color.rgb + clamp(diff * 0.02, -0.1, 0.04);
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float ao = 0.0;
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const float r = 3.0;
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const float step = 0.2;
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for (float vx = -r; vx <= r; vx++) {
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for (float vz = -r; vz <= r; vz++) {
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diff = height - metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(vx * step, vz * step))));
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if (diff < 0.0) {
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ao -= step / r;
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}
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}
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}
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occRGB += ao * 0.1;
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vec3 rgb = mix(defaultRGB, occRGB, smoothstep(PI_HALF + PI_D10, PI - PI_D10, acos(clamp(viewMatrix[1][1] - 1.0, -1.0, 0.0))));
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color.rgb = rgb;
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float blockLight = metaToLight(meta);
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float light = mix(blockLight, 15.0, sunlightStrength);
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