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Include powerscaling_fs for abuffer rendering. Visualize heightmap overlay resolution
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@@ -24,14 +24,29 @@
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#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
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#include "PowerScaling/powerScaling_fs.hglsl"
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// The heightmaps is only used in the fragment shader visually debugging
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// the alignment and resolution of the heightmaps
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#if USE_HEIGHTMAP
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uniform Tile HeightMaps[NUMLAYERS_HEIGHTMAP];
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uniform Tile HeightMapsParent1[NUMLAYERS_HEIGHTMAP];
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uniform Tile HeightMapsParent2[NUMLAYERS_HEIGHTMAP];
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#endif // USE_HEIGHTMAP
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#if USE_HEIGHTMAP_OVERLAY
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uniform Tile HeightMapOverlays[NUMLAYERS_HEIGHTMAP_OVERLAY];
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uniform Tile HeightMapOverlaysParent1[NUMLAYERS_HEIGHTMAP_OVERLAY];
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uniform Tile HeightMapOverlaysParent2[NUMLAYERS_HEIGHTMAP_OVERLAY];
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#endif // USE_HEIGHTMAP_OVERLAY
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// Below are all the tiles that are used for contributing
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// the actual fragment color
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#if USE_COLORTEXTURE
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uniform Tile ColorTextures[NUMLAYERS_COLORTEXTURE];
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uniform Tile ColorTexturesParent1[NUMLAYERS_COLORTEXTURE];
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@@ -62,6 +77,8 @@ uniform Tile WaterMasksParent1[NUMLAYERS_WATERMASK];
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uniform Tile WaterMasksParent2[NUMLAYERS_WATERMASK];
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#endif // USE_WATERMASK
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#if USE_ATMOSPHERE
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// TODO atmosphere uniforms here
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#endif // USE_ATMOSPHERE
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@@ -76,6 +93,12 @@ in vec3 ellipsoidNormalCameraSpace;
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// The value increases with the distance from the vertex (or fragment) to the camera
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in LevelWeights levelWeights;
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/**
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* This method defines the fragment color pipeline which is used in both
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* the local and global chunk rendering.
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*
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*/
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vec4 getTileFragColor(){
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vec4 color = vec4(0.1,0.1,0.1,1);
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@@ -93,6 +116,9 @@ vec4 getTileFragColor(){
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#if USE_HEIGHTMAP
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color.r += tileResolution(fs_uv, HeightMaps[0]) > 0.9 ? 1 : 0;
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#endif
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#if USE_HEIGHTMAP_OVERLAY
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color.g += tileResolution(fs_uv, HeightMapOverlays[0]) > 0.9 ? 1 : 0;
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#endif // USE_HEIGHTMAP_OVERLAY
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#endif // USE_COLORTEXTURE
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