ExtrusionRenderer:
- set matrix per tile, not per layer - ExtrusionLayer must have a color - add alpha option - cleanups
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@ -37,6 +37,7 @@ public class ExtrusionRenderer extends LayerRenderer {
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private final TileRenderer mTileLayer;
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private final int mTileZoom;
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private final boolean drawAlpha;
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protected float mAlpha = 1;
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@ -45,13 +46,15 @@ public class ExtrusionRenderer extends LayerRenderer {
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mTileSet = new TileSet();
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mTileZoom = tileZoom;
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mMode = 0;
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drawAlpha = true;
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}
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public ExtrusionRenderer(TileRenderer tileRenderLayer, int tileZoom, boolean mesh) {
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public ExtrusionRenderer(TileRenderer tileRenderLayer, int tileZoom, boolean mesh, boolean alpha) {
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mTileLayer = tileRenderLayer;
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mTileSet = new TileSet();
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mTileZoom = tileZoom;
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mMode = mesh ? 1 : 0;
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drawAlpha = alpha;
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}
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private static int[] shaderProgram = new int[2];
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@ -210,8 +213,6 @@ public class ExtrusionRenderer extends LayerRenderer {
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private final boolean debug = false;
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private final boolean drawAlpha = false;
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@Override
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public void render(GLViewport v) {
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// TODO one could render in one pass to texture and then draw the texture
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@ -231,7 +232,7 @@ public class ExtrusionRenderer extends LayerRenderer {
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GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
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GL.glUniform1i(uExtMode, 0);
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GLUtils.glUniform4fv(uExtColor, 4, mColor);
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GLUtils.glUniform4fv(uExtColor, 4, DEBUG_COLOR);
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GL.glUniform1f(uExtAlpha, 1);
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GLState.test(false, false);
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@ -268,8 +269,6 @@ public class ExtrusionRenderer extends LayerRenderer {
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}
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GL.glDepthMask(true);
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//GL.glStencilMask(0xff);
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//GL.glClear(GL20.GL_DEPTH_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT);
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GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
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GLState.test(true, false);
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@ -285,7 +284,6 @@ public class ExtrusionRenderer extends LayerRenderer {
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GL.glUniform1f(uExtAlpha, 1);
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if (drawAlpha) {
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GL.glColorMask(false, false, false, false);
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GL.glUniform1i(uExtMode, -1);
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//GLUtils.glUniform4fv(uExtColor, 4, mColor);
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@ -293,23 +291,32 @@ public class ExtrusionRenderer extends LayerRenderer {
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// draw to depth buffer
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for (int i = 0; i < mTileCnt; i++) {
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MapTile t = tiles[i];
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ExtrusionLayer el = t.getLayers().getExtrusionLayers();
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for (; el != null; el = (ExtrusionLayer) el.next) {
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if (el == null)
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continue;
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int d = MapTile.depthOffset(t) * 10;
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setMatrix(v, t, d);
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v.mvp.setAsUniform(uExtMatrix);
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for (; el != null; el = (ExtrusionLayer) el.next) {
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if (el.vboIndices == null)
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continue;
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el.vboIndices.bind();
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el.vboVertices.bind();
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GL.glVertexAttribPointer(uExtVertexPosition, 3,
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GL20.GL_SHORT, false, 8, 0);
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GL.glDrawElements(GL20.GL_TRIANGLES,
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(el.numIndices[0] + el.numIndices[1]
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+ el.numIndices[2]),
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GL20.GL_UNSIGNED_SHORT, 0);
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GL.glDrawElements(GL20.GL_TRIANGLES, el.numIndices[0]
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+ el.numIndices[1] + el.numIndices[2]
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//+ el.numIndices[3] + el.numIndices[4]
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,
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GL20.GL_UNSIGNED_SHORT,
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0);
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}
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}
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@ -318,7 +325,6 @@ public class ExtrusionRenderer extends LayerRenderer {
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GLState.blend(true);
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}
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// enable color buffer, use depth mask
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GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
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float[] currentColor = null;
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@ -332,12 +338,10 @@ public class ExtrusionRenderer extends LayerRenderer {
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if (el.vboIndices == null)
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continue;
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if (el.colors == null) {
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currentColor = mColor;
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GLUtils.glUniform4fv(uExtColor, mMode == 0 ? 4 : 1, currentColor);
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} else if (currentColor != el.colors) {
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if (el.colors != currentColor) {
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currentColor = el.colors;
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GLUtils.glUniform4fv(uExtColor, mMode == 0 ? 4 : 1, currentColor);
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GLUtils.glUniform4fv(uExtColor, mMode == 0 ? 4 : 1,
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el.colors);
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}
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int d = 1;
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@ -432,34 +436,34 @@ public class ExtrusionRenderer extends LayerRenderer {
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v.mvp.addDepthOffset(delta);
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}
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private final float _a = 0.88f;
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private final float _r = 0xe9;
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private final float _g = 0xe8;
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private final float _b = 0xe6;
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private final float _o = 20;
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private final float _s = 4;
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private final float _l = 0;
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private static float A = 0.88f;
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private static float R = 0xe9;
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private static float G = 0xe8;
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private static float B = 0xe6;
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private static float O = 20;
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private static float S = 4;
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private static float L = 0;
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private final float[] mColor = {
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private static float[] DEBUG_COLOR = {
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// roof color
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_a * ((_r + _l) / 255),
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_a * ((_g + _l) / 255),
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_a * ((_b + _l) / 255),
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A * ((R + L) / 255),
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A * ((G + L) / 255),
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A * ((B + L) / 255),
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0.8f,
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// sligthly differ adjacent side
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// faces to improve contrast
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_a * ((_r - _s) / 255 + 0.01f),
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_a * ((_g - _s) / 255 + 0.01f),
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_a * ((_b - _s) / 255),
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_a,
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_a * ((_r - _s) / 255),
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_a * ((_g - _s) / 255),
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_a * ((_b - _s) / 255),
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_a,
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A * ((R - S) / 255 + 0.01f),
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A * ((G - S) / 255 + 0.01f),
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A * ((B - S) / 255),
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A,
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A * ((R - S) / 255),
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A * ((G - S) / 255),
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A * ((B - S) / 255),
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A,
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// roof outline
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(_r - _o) / 255,
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(_g - _o) / 255,
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(_b - _o) / 255,
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(R - O) / 255,
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(G - O) / 255,
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(B - O) / 255,
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0.9f,
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};
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@ -478,15 +482,13 @@ public class ExtrusionRenderer extends LayerRenderer {
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// change height by u_alpha
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+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
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//+ " depth = gl_Position.z;"
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+ " if (u_mode == -1) ;"
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+ " if (u_mode == -1){;"
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// roof / depth pass
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//+ " color = u_color[0] * u_alpha;"
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+ " else if (u_mode == 0){"
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+ " } else if (u_mode == 0){"
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// roof / depth pass
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+ " color = u_color[0] * u_alpha;"
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+ " } else {"
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// decrease contrast with distance
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+ " if (u_mode == 1){"
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+ " } else if (u_mode == 1){"
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// sides 1 - use 0xff00
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// scale direction to -0.5<>0.5
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+ " float dir = a_light.y / ff;"
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@ -507,30 +509,7 @@ public class ExtrusionRenderer extends LayerRenderer {
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// outline
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+ " float z = (0.98 - gl_Position.z * 0.02);"
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+ " color = u_color[3] * z;"
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+ " } else {"
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// normalize face x/y direction
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+ " vec2 enc = (a_light / 255.0);"
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+ " vec2 fenc = enc * 4.0 - 2.0;"
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+ " float f = dot(fenc, fenc);"
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+ " float g = sqrt(1.0 - f / 4.0);"
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+ " vec3 r_norm;"
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+ " r_norm.xy = fenc * g;"
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+ " r_norm.z = 1.0 - f / 2.0;"
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// normal points up or down (1,-1)
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////+ " float dir = 1.0 - (2.0 * abs(mod(a_light.x,2.0)));"
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// recreate face normal vector
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///+ " vec3 r_norm = vec3(n.xy, dir * (1.0 - length(n.xy)));"
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+ " vec3 light = normalize(vec3(-0.2,0.2,1.0));"
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+ " float l = (1.0 + dot(r_norm, light)) / 2.0;"
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/** ambient */
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//+ " l = 0.2 + l * 0.8;"
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/** extreme fake-ssao by height */
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+ " l = l + (clamp(a_pos.z / 8192.0, 0.0, 0.1) - 0.05);"
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+ " color = vec4(l, l, l-0.02, 1.0);"
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+ "}}}";
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+ "}}";
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final static String extrusionVertexShader2 = ""
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+ "uniform mat4 u_mvp;"
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@ -540,6 +519,8 @@ public class ExtrusionRenderer extends LayerRenderer {
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+ "attribute vec2 a_light;"
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+ "varying vec4 color;"
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+ "varying float depth;"
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+ "const float alpha = 1.0;"
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+ "void main() {"
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// change height by u_alpha
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+ " vec4 pos = a_pos;"
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@ -560,14 +541,19 @@ public class ExtrusionRenderer extends LayerRenderer {
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// recreate face normal vector
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///+ " vec3 r_norm = vec3(n.xy, dir * (1.0 - length(n.xy)));"
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+ " vec3 light = normalize(vec3(-0.2,0.2,1.0));"
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+ " float l = (1.0 + dot(r_norm, light)) / 2.0;"
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+ " vec3 light_dir = normalize(vec3(0.2, 0.2, 1.0));"
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+ " float l = dot(r_norm, light_dir) * 0.8;"
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+ " light_dir = normalize(vec3(-0.2, -0.2, 1.0));"
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+ " l += dot(r_norm, light_dir) * 0.2;"
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//+ " l = (l + (1.0 - r_norm.z))*0.5;"
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/** ambient */
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//+ " l = 0.2 + l * 0.8;"
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+ " l = 0.4 + l * 0.6;"
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/** extreme fake-ssao by height */
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+ " l = l + (clamp(a_pos.z / 8192.0, 0.0, 0.1) - 0.05);"
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+ " color = u_color * l;" //vec4(l, l, l-0.02, 1.0);"
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+ " l += (clamp(a_pos.z / 2048.0, 0.0, 0.1) - 0.05);"
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+ " color = vec4(u_color.rgb * (clamp(l, 0.0, 1.0) * alpha), alpha);"
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+ "}";
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final static String extrusionFragmentShader = ""
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