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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-05 01:55:43 +01:00
Take the ambient occlusion into the lighting and add a probe of the cab
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@@ -61,7 +61,11 @@
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#define SCENE_DEPTH_TEX 24
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#define SSR_HISTORY_TEX 25
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#define WATER_SSBO 26
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#define PASS_BINDING_COUNT 27
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#define SCENE_AO_TEX 27
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#define CAB_PROBE_TEX 28
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#define CAB_PROBE_ALBEDO_TEX 29
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#define CAB_PROBE_SSBO 30
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#define PASS_BINDING_COUNT 31
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#define MATERIAL_TEXTURE_FIRST 0
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#define CL_CLUSTER_UBO 0
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#define CL_AABB_SSBO 1
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@@ -129,6 +133,8 @@
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#define WATER_TRAIL 1024
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#define WATER_MAP 256
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#define WATER_GROUP_SIZE 64
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#define CAB_PROBE_SH_SIZE 16
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#define CAB_PROBE_SH_GROUP_SIZE 64
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#endif
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#include "settings.glsl"
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@@ -281,6 +287,15 @@ layout(std140, set = PASS_SET, binding = SCENE_UBO) uniform scene_ubo
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vec4 env_params;
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// the air against the vehicle of the camera, see gl::scene_ubs
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vec4 rain_wind;
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// the ambient occlusion in the light of the surfaces, see gl::scene_ubs
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vec4 ao_params;
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// the probe of the occupied cab, and the lamp it's drawn with, see gl::scene_ubs
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mat4 cab_probe_view;
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vec4 cab_probe_box;
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vec4 cab_probe_params;
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vec4 cab_probe_lamp;
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vec4 cab_probe_lamp_color;
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vec4 cab_probe_lamp_shadow;
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};
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#ifndef LAYOUT_COMPUTE
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@@ -298,6 +313,8 @@ struct model_draw_s
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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// 1 for the parts of the occupied cab, see gl::model_ubs
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float cab_interior;
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};
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layout(std430, set = PASS_SET, binding = DRAW_SSBO) readonly buffer model_draw_ssbo
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@@ -331,6 +348,7 @@ layout(location = 11) flat in uint f_model_draw;
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#define fog_density model_draws[MODEL_DRAW].fog_density
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#define alpha_mult model_draws[MODEL_DRAW].alpha_mult
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#define shadow_tone model_draws[MODEL_DRAW].shadow_tone
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#define cab_interior model_draws[MODEL_DRAW].cab_interior
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// per-instance modelview matrices of the instanced draws, element 0 the identity. a draw which isn't instanced is drawn with
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// firstInstance 0, an instanced one from its base instance on, with modelview set to the submodel-local chain (computed from
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