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Atmosphere tweaks
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f22e1bdeb3
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@ -6,9 +6,6 @@ const float FLARE = 0.0025;
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const float INTENSITY = 14.3;
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const float G_M = -0.85;
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const float INNER_RADIUS = 1.02;
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const float OUTER_RADIUS = 1.3;
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const int numOutScatter = 10;
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const float fNumOutScatter = 10.0;
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const int numInScatter = 10;
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@ -17,6 +14,8 @@ const float fNumInScatter = 10.0;
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varying vec4 v_position;
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varying mat4 v_model;
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uniform float u_innerRadius;
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uniform float u_outerRadius;
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uniform vec3 u_color;
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uniform vec2 u_resolution;
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uniform float u_time;
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@ -58,7 +57,7 @@ float rayleighPhase(float cc) {
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}
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float density(vec3 p) {
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return exp(-(length(p) - INNER_RADIUS) * (4.0 / (OUTER_RADIUS - INNER_RADIUS)));
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return exp(-(length(p) - u_innerRadius) * (4.0 / (u_outerRadius - u_innerRadius)));
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}
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float optic(vec3 p, vec3 q) {
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@ -70,7 +69,7 @@ float optic(vec3 p, vec3 q) {
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sum += density(v);
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v += step;
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}
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sum *= length(step)*(1.0 / (OUTER_RADIUS - INNER_RADIUS));
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sum *= length(step)*(1.0 / (u_outerRadius - u_innerRadius));
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return sum;
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}
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@ -82,14 +81,14 @@ vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l) {
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vec3 sum = vec3(0.0);
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for(int i = 0; i < numInScatter; i++){
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vec2 f = rayIntersection(v, l, OUTER_RADIUS);
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vec2 f = rayIntersection(v, l, u_outerRadius);
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vec3 u = v + l * f.y;
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float n = (optic(p, v) + optic(v, u))*(PI * 4.0);
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sum += density(v) * exp(-n * (PEAK * u_color + FLARE));
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v += step;
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}
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sum *= len * (1.0 / (OUTER_RADIUS - INNER_RADIUS));
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sum *= len * (1.0 / (u_outerRadius - u_innerRadius));
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float c = dot(dir, -l);
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float cc = c * c;
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return sum * (PEAK * u_color * rayleighPhase(cc) + FLARE * miePhase(G_M, c, cc)) * INTENSITY;
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@ -106,12 +105,12 @@ void main(){
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vec3 l = u_light;
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vec2 e = rayIntersection(eye, dir, OUTER_RADIUS);
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vec2 e = rayIntersection(eye, dir, u_outerRadius);
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if (e.x > e.y){
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec2 f = rayIntersection(eye, dir, INNER_RADIUS);
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vec2 f = rayIntersection(eye, dir, u_innerRadius);
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e.y = min(e.y, f.x);
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vec3 result = inScatter(eye, dir, e, l);
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@ -6,7 +6,8 @@ precision lowp int;
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#define INTEGER int
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#endif
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#define gradients false
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//#define GRADIENTS
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#define step 0.5
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const int MAX_COLORS = 10;
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@ -16,14 +17,18 @@ uniform vec4 u_colors[MAX_COLORS];
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varying float v_height;
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void main() {
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if(gradients){
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int from = int(v_height * float(u_colornum));
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int to = int(clamp(float(int(v_height * float(u_colornum) + 1.0)), 0.0, float(u_colornum)-1.0));
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float alpha = fract(v_height * float(u_colornum));
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#ifdef GRADIENTS
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gl_FragColor = vec4(mix(u_colors[from], u_colors[to], alpha));
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}else{
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int from = int(v_height * float(u_colornum));
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gl_FragColor = u_colors[from];
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}
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int from = int(v_height * float(u_colornum));
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int to = int(clamp(float(int(v_height * float(u_colornum) + 1.0)), 0.0, float(u_colornum)-1.0));
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float alpha = fract(v_height * float(u_colornum));
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alpha = floor(alpha / step) * step;
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gl_FragColor = vec4(mix(u_colors[from], u_colors[to], alpha));
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#else
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gl_FragColor = u_colors[int(v_height * float(u_colornum))];
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#endif
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}
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@ -18,6 +18,7 @@ public class Planets implements ContentList{
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//lightColor = Color.valueOf("f4ee8e");
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meshLoader = () -> new SunMesh(this, 3){{
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setColors(
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1.1f,
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Color.valueOf("ff7a38"),
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Color.valueOf("ff9638"),
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Color.valueOf("ffc64c"),
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@ -68,6 +68,8 @@ public class Shaders{
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setUniformf("u_rcampos", Tmp.v31.set(camera.position).sub(planet.position));
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setUniformf("u_light", planet.getLightNormal());
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setUniformf("u_color", planet.atmosphereColor.r, planet.atmosphereColor.g, planet.atmosphereColor.b);
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setUniformf("u_innerRadius", planet.radius + 0.02f);
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setUniformf("u_outerRadius", planet.radius * 1.3f);
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setUniformMatrix4("u_model", planet.getTransform(mat).val);
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setUniformMatrix4("u_projection", camera.combined.val);
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@ -16,13 +16,17 @@ public class SunMesh extends ShaderSphereMesh{
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}
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public void setColors(Color... colors){
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setColors(1f, colors);
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}
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public void setColors(float scl, Color... colors){
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colorValues = new float[colors.length*4];
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for(int i = 0; i < colors.length; i ++){
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colorValues[i*4] = colors[i].r;
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colorValues[i*4 + 1] = colors[i].g;
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colorValues[i*4 + 2] = colors[i].b;
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colorValues[i*4 + 3] = colors[i].a;
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colorValues[i*4] = colors[i].r * scl;
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colorValues[i*4 + 1] = colors[i].g * scl;
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colorValues[i*4 + 2] = colors[i].b * scl;
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colorValues[i*4 + 3] = colors[i].a * scl;
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}
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}
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@ -246,8 +246,12 @@ public class Mods implements Loadable{
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LoadedMod mod = loadMod(file);
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mods.add(mod);
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}catch(Throwable e){
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Log.err("Failed to load mod file {0}. Skipping.", file);
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Log.err(e);
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if(e instanceof ClassNotFoundException && e.getMessage().contains("mindustry.plugin.Plugin")){
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Log.info("Plugin {0} is outdated and needs to be ported to 6.0! Update its main class to inherit from 'mindustry.mod.Plugin'.");
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}else{
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Log.err("Failed to load mod file {0}. Skipping.", file);
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Log.err(e);
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}
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}
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}
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@ -1,7 +1,6 @@
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package mindustry.ui.dialogs;
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import arc.*;
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import arc.fx.util.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.graphics.g3d.*;
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@ -46,6 +45,7 @@ public class PlanetDialog extends FloatingDialog{
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private final Bloom bloom = new Bloom(Core.graphics.getWidth()/4, Core.graphics.getHeight()/4, true, false, true){{
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setClearColor(0, 0, 0, 0);
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setThreshold(0.8f);
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blurPasses = 6;
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}};
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@ -53,7 +53,6 @@ public class PlanetDialog extends FloatingDialog{
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private float lastX, lastY;
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private @Nullable Sector selected, hovered;
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private Table stable;
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private ScreenQuad quad = new ScreenQuad();
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private Mesh atmosphere = MeshBuilder.buildHex(new HexMesher(){
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@Override
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public float getHeight(Vec3 position){
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@ -149,11 +148,11 @@ public class PlanetDialog extends FloatingDialog{
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projector.proj(cam.combined());
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batch.proj(cam.combined());
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//bloom.capture();
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bloom.capture();
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renderPlanet(solarSystem);
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//bloom.render();
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bloom.render();
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Gl.enable(Gl.blend);
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@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=9659841bc145ba3db1dff036cfa1ca8f4ebdfabd
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archash=be91508b5491f1697c4996ef93bfad2d0243f147
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