re-add lighting
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-2
@@ -19,15 +19,15 @@
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package com.seibel.distanthorizons.core.wrapperInterfaces.render;
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package com.seibel.distanthorizons.core.wrapperInterfaces.render;
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import com.seibel.distanthorizons.api.methods.events.sharedParameterObjects.DhApiRenderParam;
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import com.seibel.distanthorizons.api.objects.math.DhApiVec3f;
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import com.seibel.distanthorizons.api.objects.math.DhApiVec3f;
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import com.seibel.distanthorizons.core.render.renderer.RenderParams;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IProfilerWrapper;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IProfilerWrapper;
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import com.seibel.distanthorizons.coreapi.interfaces.dependencyInjection.IBindable;
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import com.seibel.distanthorizons.coreapi.interfaces.dependencyInjection.IBindable;
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public interface IMcLodRenderer extends IBindable
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public interface IMcLodRenderer extends IBindable
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{
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{
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void render(
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void render(
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DhApiRenderParam renderEventParam, boolean opaquePass,
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RenderParams renderEventParam, boolean opaquePass,
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DhApiVec3f modelPos, IVertexBufferWrapper[] bufferList,
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DhApiVec3f modelPos, IVertexBufferWrapper[] bufferList,
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IProfilerWrapper profiler);
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IProfilerWrapper profiler);
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@@ -1,24 +0,0 @@
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#version 150 core
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in vec2 TexCoord;
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in vec4 fColor;
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out vec4 fragColor;
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uniform sampler2D uDhDepthTexture;
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// DH fade frag test
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void main()
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{
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float dhFragmentDepth = texture(uDhDepthTexture, TexCoord).r;
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if (dhFragmentDepth == 1)
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{
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// no MC depth
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fragColor = fColor;
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}
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else
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{
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// MC depth drawn
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fragColor = vec4(1, 1, 1, 1); // white
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}
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}
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@@ -2,7 +2,7 @@
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in vec4 vertexColor;
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in vec4 vertexColor;
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in vec3 vertexWorldPos;
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in vec3 vertexWorldPos;
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in vec4 vPos;
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in vec3 vPos;
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in vec4 gl_FragCoord;
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in vec4 gl_FragCoord;
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out vec4 fragColor;
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out vec4 fragColor;
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@@ -1,9 +1,12 @@
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#version 150
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#version 150
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in uvec4 vPosition;
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in uvec3 vPosition;
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in uint meta; // contains light and micro-offset data
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in vec4 vColor;
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in vec4 vColor;
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in int irisMaterial;
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in int irisNormal;
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out vec4 vPos;
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out vec3 vPos;
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out vec4 vertexColor;
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out vec4 vertexColor;
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out vec3 vertexWorldPos;
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out vec3 vertexWorldPos;
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out float vertexYPos;
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out float vertexYPos;
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@@ -24,14 +27,7 @@ layout (std140) uniform vertUniformBlock
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uniform sampler2D uLightMap;
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uniform sampler2D uLightMap;
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/**
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/**
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* Vertex Shader
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* LOD terrain Vertex Shader
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*
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* author: James Seibel
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* author: TomTheFurry
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* author: stduhpf
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* updated: coolGi
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*
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* version: 2025-12-22
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*/
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*/
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void main()
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void main()
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{
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{
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@@ -41,8 +37,6 @@ void main()
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vertexYPos = vPosition.y + uWorldYOffset;
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vertexYPos = vPosition.y + uWorldYOffset;
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uint meta = vPosition.a;
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uint mirco = (meta & 0xFF00u) >> 8u; // mirco offset which is a xyz 2bit value
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uint mirco = (meta & 0xFF00u) >> 8u; // mirco offset which is a xyz 2bit value
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// 0b00 = no offset
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// 0b00 = no offset
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// 0b01 = positive offset
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// 0b01 = positive offset
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@@ -72,7 +66,7 @@ void main()
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uint lights = meta & 0xFFu;
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uint lights = meta & 0xFFu;
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float skyLight = (float(lights/16u)+0.5) / 16.0;
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float skyLight = (float(lights/16u)+0.5) / 16.0;
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float blockLight = (mod(float(lights), 16.0)+0.5) / 16.0;
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float blockLight = (mod(float(lights), 16.0)+0.5) / 16.0;
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vertexColor = vec4(1.0); //vec4(texture(uLightMap, vec2(skyLight, blockLight)).xyz, 1.0);
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vertexColor = vec4(texture(uLightMap, vec2(skyLight, blockLight)).xyz, 1.0);
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if (!uIsWhiteWorld)
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if (!uIsWhiteWorld)
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{
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{
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