fix particles normals
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7a98f0c411
commit
a585b52aa2
@ -95,37 +95,37 @@ void MainBatch::cube(
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quad(
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coord + Z * size.z * 0.5f,
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X, Y, glm::vec2(size.x, size.y),
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X, Y, Z, glm::vec2(size.x, size.y),
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(shading ? do_tint(0.8) * tint : tint),
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glm::vec3(1.0f), texfaces[5]
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);
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quad(
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coord - Z * size.z * 0.5f,
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-X, Y, glm::vec2(size.x, size.y),
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-X, Y, -Z, glm::vec2(size.x, size.y),
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(shading ? do_tint(0.9f) * tint : tint),
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glm::vec3(1.0f), texfaces[4]
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);
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quad(
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coord + Y * size.y * 0.5f,
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-X, Z, glm::vec2(size.x, size.z),
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-X, Z, Y, glm::vec2(size.x, size.z),
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(shading ? do_tint(1.0f) * tint : tint),
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glm::vec3(1.0f), texfaces[3]
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);
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quad(
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coord - Y * size.y * 0.5f,
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X, Z, glm::vec2(size.x, size.z),
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X, Z, -Y, glm::vec2(size.x, size.z),
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(shading ? do_tint(0.7f) * tint : tint),
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glm::vec3(1.0f), texfaces[2]
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);
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quad(
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coord + X * size.x * 0.5f,
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-Z, Y, glm::vec2(size.z, size.y),
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-Z, Y, X, glm::vec2(size.z, size.y),
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(shading ? do_tint(0.8f) * tint : tint),
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glm::vec3(1.0f), texfaces[1]
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);
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quad(
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coord - X * size.x * 0.5f,
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Z, Y, glm::vec2(size.z, size.y),
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Z, Y, -X, glm::vec2(size.z, size.y),
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(shading ? do_tint(0.9f) * tint : tint),
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glm::vec3(1.0f), texfaces[1]
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);
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@ -86,6 +86,7 @@ public:
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& normal,
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const glm::vec2& size,
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const glm::vec4& light,
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const glm::vec3& tint,
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@ -97,21 +98,21 @@ public:
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{subregion.u1, subregion.v1},
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light,
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tint,
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glm::cross(up, right)
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normal
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);
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vertex(
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pos + right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u2, subregion.v1},
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light,
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tint,
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glm::cross(up, right)
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normal
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint,
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glm::cross(up, right)
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normal
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);
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vertex(
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@ -119,21 +120,21 @@ public:
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{subregion.u1, subregion.v1},
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light,
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tint,
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glm::cross(up, right)
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normal
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint,
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glm::cross(up, right)
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normal
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);
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vertex(
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pos - right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u1, subregion.v2},
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light,
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tint,
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glm::cross(up, right)
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normal
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);
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}
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@ -134,6 +134,7 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
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particle.position,
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localRight,
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localUp,
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-camera.front,
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preset.size * scale,
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light,
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glm::vec3(1.0f),
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@ -146,6 +146,7 @@ void PrecipitationRenderer::render(
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pos,
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face.right,
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{0, 1, 0},
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glm::cross(glm::vec3(0, 1, 0), face.right),
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FACE_SIZE,
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light_at(chunks, pos.x, y, pos.z),
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glm::vec3(1.0f),
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