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https://github.com/OpenSpace/OpenSpace.git
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Visualize grid resolution when base layers are disabled
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@@ -82,6 +82,8 @@ Fragment getFragment() {
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ColorTexturesParent1,
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ColorTexturesParent2);
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#else
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frag.color = calculateDebugColor(fs_uv, fs_position);
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#endif // USE_COLORTEXTURE
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#if USE_GRAYSCALE_OVERLAY
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@@ -54,7 +54,6 @@ layout(location = 1) in vec2 in_uv;
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out vec2 fs_uv;
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out vec4 fs_position;
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out vec3 ellipsoidNormalCameraSpace;
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out LevelWeights levelWeights;
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PositionNormalPair globalInterpolation() {
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@@ -78,9 +78,11 @@ Fragment getFragment() {
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ColorTextures,
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ColorTexturesParent1,
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ColorTexturesParent2);
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#else
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frag.color = calculateDebugColor(fs_uv, fs_position);
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#endif // USE_COLORTEXTURE
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#if USE_GRAYSCALE_OVERLAY
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frag.color = calculateGrayScaleOverlay(
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@@ -63,7 +63,7 @@
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#define SHOW_CHUNK_EDGES #{showChunkEdges}
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float calculateHeight(
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const vec2 uv,
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vec2 uv,
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LevelWeights levelWeights,
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const Tile heightTiles[NUMLAYERS_HEIGHTMAP],
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const Tile heightTilesParent1[NUMLAYERS_HEIGHTMAP],
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@@ -77,6 +77,8 @@ float calculateHeight(
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levelWeights = getDefaultLevelWeights();
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#endif // HEIGHTMAP_BLENDING_ENABLED
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uv = (65.0 / 65.0) * uv;
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#for i in 0..#{lastLayerIndexHeightMaps}
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{
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float untransformedHeight =
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@@ -121,6 +123,26 @@ vec4 calculateColor(
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return color;
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}
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float gridDots(vec2 uv, vec2 gridResolution){
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vec2 uvVertexSpace = fract(gridResolution * uv);
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vec2 uvDotSpace = abs(2*(uvVertexSpace-0.5));
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return 1-length(1-uvDotSpace);
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}
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vec4 calculateDebugColor(vec2 uv, vec4 fragPos){
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vec2 vertexResolution = vec2(64.0);
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vec2 uvVertexSpace = fract(vertexResolution * uv);
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vec3 colorUv = vec3(0.3*uv.x, 0.3*uv.y, 0);
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vec3 colorDistance = vec3(0, 0, 0.4*log(fragPos.w) - 3.9);
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vec3 colorVertex = (1.0-length(uvVertexSpace)) * vec3(0.5);
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vec3 colorHeightSample = (gridDots(uv, vertexResolution) > 0.9 ? 1 : 0) * vec3(1,0,0);
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return vec4(colorUv + colorDistance + colorVertex + colorHeightSample, 1);
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}
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vec4 calculateNight(
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const vec4 currentColor,
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const vec2 uv,
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