fix: skybox is not visible behind translucent blocks
This commit is contained in:
parent
705e398bc3
commit
7cf073f079
@ -5,6 +5,7 @@
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"main",
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"lines",
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"entity",
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"translucent",
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"background",
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"skybox_gen",
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"shadows"
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@ -3,27 +3,18 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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#include <world_fragment_header>
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in vec4 a_color;
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in vec4 a_modelpos;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform vec3 u_sunDir;
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#include <shadows>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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@ -6,44 +6,23 @@ layout (location = 2) in vec3 v_color;
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layout (location = 3) in vec4 v_light;
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layout (location = 4) in vec4 v_normal;
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out float a_distance;
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_color;
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out vec4 a_modelpos;
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out float a_emission;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#include <world_vertex_header>
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#include <lighting>
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#include <fog>
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#include <sky>
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out vec4 a_color;
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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vec3 light = v_light.rgb;
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)), 1.0f);
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a_color = vec4(calc_torch_light(
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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), 1.0);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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@ -1,14 +1,7 @@
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#ifndef COMMONS_GLSL_
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#define COMMONS_GLSL_
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#include <constants>
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vec3 pick_sky_color(samplerCube cubemap) {
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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return skyLightColor;
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}
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#include <constants>
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vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
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@ -6,6 +6,11 @@ float calc_torch_light(vec3 normal, vec3 modelpos) {
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* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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}
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vec3 calc_torch_light(vec3 light, vec3 normal, vec3 modelpos, vec3 torchLightColor, float gamma) {
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float torchlight = calc_torch_light(normal, modelpos);
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return pow(light + torchlight * torchLightColor, vec3(gamma));
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}
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vec3 calc_screen_normal(vec3 normal) {
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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}
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14
res/shaders/lib/sky.glsl
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14
res/shaders/lib/sky.glsl
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@ -0,0 +1,14 @@
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#ifndef COMMONS_SKY_
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#define COMMONS_SKY_
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#include <constants>
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vec3 pick_sky_color(samplerCube cubemap) {
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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return skyLightColor;
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}
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#endif // COMMONS_SKY_
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17
res/shaders/lib/world_fragment_header.glsl
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17
res/shaders/lib/world_fragment_header.glsl
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@ -0,0 +1,17 @@
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#ifndef GLSL_WORLD_FRAGMENT_HEADER_
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#define GLSL_WORLD_FRAGMENT_HEADER_
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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in float a_emission;
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#include <world_uniforms>
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#endif // GLSL_WORLD_FRAGMENT_HEADER_
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15
res/shaders/lib/world_uniforms.glsl
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15
res/shaders/lib/world_uniforms.glsl
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@ -0,0 +1,15 @@
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#ifndef GLSL_WORLD_UNIFORMS_
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#define GLSL_WORLD_UNIFORMS_
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#endif // GLSL_WORLD_UNIFORMS_
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17
res/shaders/lib/world_vertex_header.glsl
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17
res/shaders/lib/world_vertex_header.glsl
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#ifndef GLSL_WORLD_VERTEX_HEADER_
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#define GLSL_WORLD_VERTEX_HEADER_
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out float a_distance;
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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out float a_emission;
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#include <world_uniforms>
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#endif // GLSL_WORLD_VERTEX_HEADER_
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@ -3,20 +3,11 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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#include <world_fragment_header>
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in vec4 a_torchLight;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_sunDir;
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// flags
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@ -24,8 +15,6 @@ uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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#include <shadows>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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@ -39,9 +28,7 @@ void main() {
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}
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if (u_debugLights)
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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else if (u_debugNormals) {
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texColor.rgb *= a_normal * 0.5 + 0.5;
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}
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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@ -5,44 +5,23 @@ layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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out float a_distance;
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_torchLight;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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out float a_emission;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#include <world_vertex_header>
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#include <lighting>
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#include <fog>
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#include <sky>
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out vec4 a_torchLight;
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0f);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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vec3 light = v_light.rgb;
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
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a_torchLight = vec4(calc_torch_light(
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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), 1.0);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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@ -51,9 +30,11 @@ void main() {
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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#ifndef ADVANCED_RENDER
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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38
res/shaders/translucent.glslf
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38
res/shaders/translucent.glslf
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@ -0,0 +1,38 @@
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layout (location = 0) out vec4 f_color;
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#include <world_fragment_header>
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in vec4 a_torchLight;
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uniform sampler2D u_texture0;
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uniform vec3 u_sunDir;
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// flags
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uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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#include <shadows>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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discard;
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alpha = 1.0;
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} else {
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if (alpha < 0.002f)
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discard;
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}
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if (u_debugLights)
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight
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* calc_shadow(a_modelpos, a_realnormal, length(a_position)));
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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f_color.a = alpha;
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}
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39
res/shaders/translucent.glslv
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res/shaders/translucent.glslv
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#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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#include <world_vertex_header>
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#include <lighting>
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#include <fog>
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#include <sky>
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out vec4 a_torchLight;
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0f);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_torchLight = vec4(calc_torch_light(
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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), 1.0);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox);
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a_skyLight = skyLightColor.rgb*v_light.a;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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gl_Position = u_proj * viewmodelpos;
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}
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@ -220,8 +220,6 @@ void WorldRenderer::renderLevel(
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if (hudVisible) {
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renderLines(camera, linesShader, ctx);
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}
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shader.use();
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chunks->drawSortedMeshes(camera, shader);
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if (!pause) {
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scripting::on_frontend_render();
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@ -431,6 +429,7 @@ void WorldRenderer::draw(
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& translucentShader = assets.require<Shader>("translucent");
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auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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@ -463,6 +462,7 @@ void WorldRenderer::draw(
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mainShader.recompile();
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entityShader.recompile();
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deferredShader.recompile();
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translucentShader.recompile();
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prevCTShaderSettings = currentSettings;
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}
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@ -525,6 +525,7 @@ void WorldRenderer::draw(
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{
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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if (gbufferPipeline) {
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postProcessing.bindDepthBuffer();
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} else {
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@ -533,6 +534,16 @@ void WorldRenderer::draw(
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// Drawing background sky plane
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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{
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auto sctx = ctx.sub();
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sctx.setCullFace(true);
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skybox->bind();
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translucentShader.use();
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setupWorldShader(translucentShader, camera, settings, fogFactor);
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chunks->drawSortedMeshes(camera, translucentShader);
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skybox->unbind();
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}
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entityShader.use();
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setupWorldShader(entityShader, camera, settings, fogFactor);
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@ -552,8 +563,7 @@ void WorldRenderer::draw(
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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postProcessing.render(pctx, assets, timer, camera);
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skybox->unbind();
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if (player.currentCamera == player.fpCamera) {
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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