Added rocks db
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@@ -1,4 +1,4 @@
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#version 460
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#version 450
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#extension GL_ARB_gpu_shader_int64 : enable
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layout(local_size_x = 128, local_size_y = 1, local_size_x = 1) in;
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@@ -1,4 +1,4 @@
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#version 460
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#version 450
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layout(local_size_x = 32, local_size_y = 32, local_size_x = 1) in;
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@@ -12,12 +12,6 @@ vec3 rev3d(vec3 clip) {
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return view.xyz/view.w;
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}
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vec3 proj3dscreen(vec3 pos) {
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vec4 view = MVP * vec4(pos, 1);
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view.xyz /= view.w;
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return view.xyz * 0.5 + 0.5;
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}
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vec3 reDeProject(vec3 pos) {
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vec4 view = MVP * vec4(pos, 1);
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view.xy /= view.w;
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@@ -27,25 +21,6 @@ vec3 reDeProject(vec3 pos) {
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return view.xyz/view.w;
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}
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vec3 reDeProjectContained(vec3 pos) {
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vec4 view = MVP * vec4(pos, 1);
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view.xy /= view.w;
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float depth = texture(depthTex, clamp(view.xy*0.5+0.5, 0, 1)).x*2-1;
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view.z = min(view.z, depth);
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view.w = 1;
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view = invMVP * view;
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return view.xyz/view.w;
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}
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vec3 computeDifference(vec3 pos, vec3 offset) {
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return reDeProject(pos + offset) - pos - offset;
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}
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float computeAngleDifference(vec3 pos, vec3 offset) {
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vec3 repro = reDeProject(pos + offset) - pos;
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return dot(repro, offset)/(length(repro) * length(offset));
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}
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float computeAOAngle(vec3 pos, float testHeight, vec3 normal) {
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vec3 repro = reDeProject(pos + normal*testHeight) - pos;
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float len = length(repro);
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@@ -85,4 +60,33 @@ void main() {
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//vec4 ocolour = vec4(viewNormal/2+0.5, 1);
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//if (any(lessThan(ivec3(4), abs(repro-offset)))) {// || all(lessThan(abs(repro-offset), ivec3(0.01)))
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//return;
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//}
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//}
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/*
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vec3 proj3dscreen(vec3 pos) {
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vec4 view = MVP * vec4(pos, 1);
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view.xyz /= view.w;
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return view.xyz * 0.5 + 0.5;
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}
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vec3 reDeProjectContained(vec3 pos) {
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vec4 view = MVP * vec4(pos, 1);
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view.xy /= view.w;
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float depth = texture(depthTex, clamp(view.xy*0.5+0.5, 0, 1)).x*2-1;
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view.z = min(view.z, depth);
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view.w = 1;
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view = invMVP * view;
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return view.xyz/view.w;
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}
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vec3 computeDifference(vec3 pos, vec3 offset) {
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return reDeProject(pos + offset) - pos - offset;
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}
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float computeAngleDifference(vec3 pos, vec3 offset) {
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vec3 repro = reDeProject(pos + offset) - pos;
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return dot(repro, offset)/(length(repro) * length(offset));
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}
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*/
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