Thin Grid linework
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1 changed files with 9 additions and 9 deletions
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@ -21,12 +21,12 @@ static const float SUN_RADIUS = 1.12;
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static const float GRID_WEATHER_WORLD_SCALE = 42.0;
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static const float GRID_LINE_WORLD_CELL = 2.0;
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static const float GRID_MAJOR_LINE_WORLD_CELL = GRID_LINE_WORLD_CELL * 5.0;
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static const float GRID_LINE_PIXEL_WIDTH = 1.15;
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static const float GRID_MAJOR_LINE_PIXEL_WIDTH = 1.65;
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static const float GRID_LINE_PIXEL_FADE = 1.25;
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static const float GRID_LINE_PIXEL_WIDTH = 0.46;
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static const float GRID_MAJOR_LINE_PIXEL_WIDTH = 0.82;
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static const float GRID_LINE_PIXEL_FADE = 0.95;
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static const float TERRAIN_ISOLINE_SPACING = 0.12;
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static const float TERRAIN_ISOLINE_PIXEL_WIDTH = 1.05;
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static const float TERRAIN_FIELD_LINE_PIXEL_WIDTH = 0.72;
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static const float TERRAIN_ISOLINE_PIXEL_WIDTH = 0.54;
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static const float TERRAIN_FIELD_LINE_PIXEL_WIDTH = 0.38;
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static const int PLANET_COUNT = 5;
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static const int PRIMITIVE_COUNT = PLANET_COUNT + 1;
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static const float GRID_HEIGHT_TEXEL_COUNT = 128.0;
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@ -689,7 +689,7 @@ float gridLine(float2 p)
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periodicLineMask(majorDomain.x, GRID_MAJOR_LINE_PIXEL_WIDTH, GRID_LINE_PIXEL_FADE),
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periodicLineMask(majorDomain.y, GRID_MAJOR_LINE_PIXEL_WIDTH, GRID_LINE_PIXEL_FADE));
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return saturate(minor * 0.72 + major) * terrainMask(p);
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return saturate(minor * 0.58 + major) * terrainMask(p);
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}
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float terrainIsolines(float height)
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@ -822,9 +822,9 @@ float3 shade(float3 position, float3 normal, int materialId, float3 rayDirection
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float contour = terrainIsolines(height);
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float fieldLine = terrainFieldLines(gradient);
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float3 baseColor = gridWeatherColor(position.xy, position.z);
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float3 gridColor = float3(0.74, 1.0, 0.84) * gridAmount * 0.78;
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float3 contourColor = float3(0.98, 1.0, 0.78) * contour * 0.22;
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float3 fieldColor = float3(0.36, 0.92, 1.0) * fieldLine * 0.14;
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float3 gridColor = float3(0.74, 1.0, 0.84) * gridAmount * 0.56;
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float3 contourColor = float3(0.98, 1.0, 0.78) * contour * 0.16;
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float3 fieldColor = float3(0.36, 0.92, 1.0) * fieldLine * 0.10;
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float3 lineColor = gridColor + contourColor + fieldColor;
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float diffuse = nDotL * attenuation * 0.85;
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float selfGlow = exp(-distance(position, SUN_POSITION) * 0.34) * 0.34;
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