renamed brick to block, world gen stuff in separate file
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@@ -1,10 +1,8 @@
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/*
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* Returns material albedo for given voxel
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*/
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vec3 getAlbedo(uint data)
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{
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return _Materials[data-1].albedo.rgb;
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}
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vec3 getAlbedo(uint data) { return _Materials[data-1].albedo.rgb; }
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float getSpecular(uint data) { return _Materials[data-1].specular; }
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/*
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point: Hit point
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@@ -14,12 +12,14 @@ vec3 getAlbedo(uint data)
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vec3 applyLighting(vec3 hitPoint, vec3 view, vec3 normal, uint data)
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{
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// Lighting
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vec3 light_color = vec3(1);
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vec3 ambientColor = vec3(0.9, 0.9, 1.0);
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vec3 ambient = ambientColor * 0.05;
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vec3 sky = ambientColor * 0.1 * max(normal.y, 0);
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vec3 ambient = light_color * 0.1;
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vec3 diffuse = light_color * max(1.0-dot(normal, _SunDir), 0.0);
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vec3 specular = light_color * pow(max(dot(view, reflect(_SunDir, normal)), 0.0), 32);
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vec3 sunColor = vec3(1.0, 1.0, 0.9);
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vec3 diffuse = sunColor * max(1.0-dot(normal, _SunDir), 0.0);
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vec3 specular = sunColor * getSpecular(data) * pow(max(dot(view, reflect(_SunDir, normal)), 0.0), 32);
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// Combine colors
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return (ambient + diffuse + specular) * getAlbedo(data);
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return (ambient + sky + diffuse + specular) * getAlbedo(data);
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}
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