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https://github.com/Anuken/Mindustry.git
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Better sun
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parent
686c451ea6
commit
a344c1a5d0
@ -1,16 +0,0 @@
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#ifdef GL_ES
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precision mediump float;
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precision lowp int;
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#endif
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#define step 0.5
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const int MAX_COLORS = 10;
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varying float v_height;
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uniform sampler2D u_colors;
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void main(){
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gl_FragColor = texture2D(u_colors, vec2(v_height, 0.0));
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}
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@ -1,92 +0,0 @@
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#ifdef GL_ES
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precision mediump float;
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precision lowp int;
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#endif
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attribute vec4 a_position;
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attribute vec3 a_normal;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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uniform float u_time;
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uniform int u_octaves;
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uniform float u_falloff;
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uniform float u_scale;
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uniform float u_power;
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uniform float u_spread;
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uniform float u_magnitude;
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uniform float u_seed;
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varying float v_height;
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float rand(vec2 co){
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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vec4 permute(vec4 x){ return mod(((x*34.0)+1.0)*x, 289.0); }
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float permute(float x){ return floor(mod(((x*34.0)+1.0)*x, 289.0)); }
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vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
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float taylorInvSqrt(float r){ return 1.79284291400159 - 0.85373472095314 * r; }
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vec4 grad4(float j, vec4 ip){
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p, s;
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p.xyz = floor(fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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float snoise(vec4 v){
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const vec2 C = vec2(0.138196601125010504, 0.309016994374947451);
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vec4 i = floor(v + dot(v, C.yyyy));
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vec4 x0 = v - i + dot(i, C.xxxx);
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vec4 i0;
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vec3 isX = step(x0.yzw, x0.xxx);
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vec3 isYZ = step(x0.zww, x0.yyz);
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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vec4 i3 = clamp(i0, 0.0, 1.0);
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vec4 i2 = clamp(i0-1.0, 0.0, 1.0);
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vec4 i1 = clamp(i0-2.0, 0.0, 1.0);
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vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
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vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
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vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
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vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
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i = mod(i, 289.0);
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float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute(permute(permute(permute (
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i.w + vec4(i1.w, i2.w, i3.w, 1.0))
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+ i.z + vec4(i1.z, i2.z, i3.z, 1.0))
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0))
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0));
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0);
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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p4 *= taylorInvSqrt(dot(p4, p4));
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vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * (dot(m0*m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))+ dot(m1*m1, vec2(dot(p3, x3), dot(p4, x4))));
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}
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void main(){
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v_height = clamp((snoise(vec4(a_position.xyz, u_time + u_seed*2.0) / u_scale) + 0.7) / 2.0, 0.0, 1.0);
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gl_Position = u_proj * u_trans * a_position;
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}
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13
core/assets/shaders/unlit.vert
Executable file
13
core/assets/shaders/unlit.vert
Executable file
@ -0,0 +1,13 @@
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attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec4 a_color;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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varying vec4 v_col;
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void main(){
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v_col = a_color;
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gl_Position = u_proj * u_trans * a_position;
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}
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@ -15,25 +15,20 @@ public class Planets implements ContentList{
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public void load(){
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sun = new Planet("sun", null, 0, 2){{
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bloom = true;
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//lightColor = Color.valueOf("f4ee8e");
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meshLoader = () -> new SunMesh(this, 3){{
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setColors(
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1.1f,
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Color.valueOf("ff7a38"),
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Color.valueOf("ff9638"),
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Color.valueOf("ffc64c"),
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Color.valueOf("ffc64c"),
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Color.valueOf("ffe371"),
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Color.valueOf("f4ee8e")
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);
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scale = 1f;
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speed = 1000f;
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falloff = 0.3f;
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octaves = 4;
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spread = 1.2f;
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magnitude = 0f;
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}};
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//lightColor = Color.valueOf("f4ee8e");
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meshLoader = () -> new SunMesh(
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this, 4,
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5, 0.3, 1.7, 1.2, 1,
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1.1f,
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Color.valueOf("ff7a38"),
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Color.valueOf("ff9638"),
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Color.valueOf("ffc64c"),
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Color.valueOf("ffc64c"),
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Color.valueOf("ffe371"),
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Color.valueOf("f4ee8e")
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);
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}};
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starter = new Planet("TODO", sun, 3, 1){{
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@ -6,7 +6,6 @@ import arc.graphics.Texture.*;
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import arc.graphics.g2d.*;
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import arc.graphics.g3d.*;
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import arc.graphics.gl.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.scene.ui.layout.*;
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import arc.util.ArcAnnotate.*;
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@ -26,9 +25,9 @@ public class Shaders{
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public static SurfaceShader water, tar, slag;
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public static PlanetShader planet;
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public static PlanetGridShader planetGrid;
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public static SunShader sun;
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public static AtmosphereShader atmosphere;
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public static MeshShader mesh = new MeshShader();
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public static Shader unlit;
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public static void init(){
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shadow = new Shadow();
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@ -49,8 +48,8 @@ public class Shaders{
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slag = new SurfaceShader("slag");
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planet = new PlanetShader();
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planetGrid = new PlanetGridShader();
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sun = new SunShader();
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atmosphere = new AtmosphereShader();
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unlit = new LoadShader("planet", "unlit");
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}
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public static class AtmosphereShader extends LoadShader{
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@ -105,32 +104,6 @@ public class Shaders{
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}
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}
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public static class SunShader extends LoadShader{
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public int octaves = 5;
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public float falloff = 0.5f, scale = 1f, power = 1.3f, magnitude = 0.6f, speed = 99999999999f, spread = 1.3f, seed = Mathf.random(9999f);
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public Texture colors;
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public SunShader(){
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super("sun", "sun");
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}
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@Override
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public void apply(){
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colors.bind(1);
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Gl.activeTexture(Gl.texture0);
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setUniformi("u_colors", 1);
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setUniformi("u_octaves", octaves);
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setUniformf("u_falloff", falloff);
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setUniformf("u_scale", scale);
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setUniformf("u_power", power);
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setUniformf("u_magnitude", magnitude);
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setUniformf("u_time", Time.globalTime() / speed);
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setUniformf("u_seed", seed);
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setUniformf("u_spread", spread);
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}
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}
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public static class PlanetGridShader extends LoadShader{
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public Vec3 mouse = new Vec3();
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package mindustry.graphics.g3d;
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import arc.graphics.gl.*;
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import arc.math.geom.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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@ -10,6 +11,10 @@ public class HexMesh extends PlanetMesh{
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super(planet, MeshBuilder.buildHex(planet.generator, divisions, false, planet.radius, 0.2f), Shaders.planet);
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}
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public HexMesh(Planet planet, HexMesher mesher, int divisions, Shader shader){
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super(planet, MeshBuilder.buildHex(mesher, divisions, false, planet.radius, 0.2f), shader);
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}
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@Override
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public void preRender(){
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Shaders.planet.lightDir.set(planet.solarSystem.position).sub(planet.position).rotate(Vec3.Y, planet.getRotation()).nor();
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import arc.graphics.gl.*;
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import mindustry.type.*;
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public abstract class ShaderSphereMesh extends PlanetMesh{
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public class ShaderSphereMesh extends PlanetMesh{
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public ShaderSphereMesh(Planet planet, Shader shader, int divisions){
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super(planet, MeshBuilder.buildIcosphere(divisions, planet.radius), shader);
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}
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@Override
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public void preRender(){
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}
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}
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@ -2,45 +2,33 @@ package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.util.*;
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import arc.util.noise.*;
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import mindustry.graphics.*;
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import mindustry.graphics.Shaders.*;
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import mindustry.type.*;
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public class SunMesh extends ShaderSphereMesh{
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public int octaves = 5;
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public float falloff = 0.5f, scale = 1f, power = 1.3f, magnitude = 0.6f, speed = 99999999999f, spread = 1.3f, seed = Mathf.random(9999f);
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public Texture colors;
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public class SunMesh extends HexMesh{
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public SunMesh(Planet planet, int divisions){
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super(planet, Shaders.sun, divisions);
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}
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public SunMesh(Planet planet, int divisions, double octaves, double persistence, double scl, double pow, double mag, float colorScale, Color... colors){
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super(planet, new HexMesher(){
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Simplex sim = new Simplex();
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public void setColors(float scl, Color... colors){
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Pixmap pix = new Pixmap(colors.length, 1);
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for(int i = 0; i < colors.length; i++){
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pix.draw(i, 0, Tmp.c1.set(colors[i]).mul(scl));
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}
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this.colors = new Texture(pix);
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pix.dispose();
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@Override
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public float getHeight(Vec3 position){
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return 0;
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}
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@Override
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public Color getColor(Vec3 position){
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double height = Math.pow(sim.octaveNoise3D(octaves, persistence, scl, position.x, position.y, position.z), pow) * mag;
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return Tmp.c1.set(colors[Mathf.clamp((int)(height * colors.length), 0, colors.length - 1)]).mul(colorScale);
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}
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}, divisions, Shaders.unlit);
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}
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@Override
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public void preRender(){
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SunShader s = (SunShader)shader;
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s.octaves = octaves;
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s.falloff = falloff;
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s.scale = scale;
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s.power = power;
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s.magnitude = magnitude;
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s.speed = speed;
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s.seed = seed;
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s.colors = colors;
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}
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@Override
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public void dispose(){
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super.dispose();
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colors.dispose();
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//do absolutely nothing
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}
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}
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@ -12,6 +12,7 @@ import arc.util.*;
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import arc.util.io.*;
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import mindustry.*;
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import mindustry.ctype.*;
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import mindustry.graphics.*;
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import mindustry.graphics.g3d.*;
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import mindustry.graphics.g3d.PlanetGrid.*;
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import mindustry.maps.generators.*;
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@ -63,7 +64,7 @@ public class Planet extends UnlockableContent{
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/** Sattelites orbiting this planet. */
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public Array<Satellite> satellites = new Array<>();
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/** Loads the mesh. Clientside only. Defaults to a boring sphere mesh. */
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protected Prov<PlanetMesh> meshLoader = () -> new SunMesh(this, 2);
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protected Prov<PlanetMesh> meshLoader = () -> new ShaderSphereMesh(this, Shaders.unlit, 2);
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public Planet(String name, Planet parent, int sectorSize, float radius){
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super(name);
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