596 lines
No EOL
21 KiB
GLSL
596 lines
No EOL
21 KiB
GLSL
#version 460
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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const int CHUNK_SIZE = 16;
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const int SCRATCH_SIZE = CHUNK_SIZE + 2;
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const int SCRATCH_AREA = SCRATCH_SIZE * SCRATCH_SIZE;
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const int SCRATCH_VOXEL_COUNT = SCRATCH_SIZE * SCRATCH_SIZE * SCRATCH_SIZE;
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const int STRUCTURE_CELL_SIZE = 16;
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const int REPLACE_AIR_ONLY = 1;
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const int REPLACE_FOLIAGE = 2;
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const int REQUIRE_FLAT_GROUND = 4;
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const int HAS_FOUNDATION = 8;
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layout(push_constant) uniform ChunkInfo {
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ivec3 chunkPos;
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int slot;
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uint faceOffset;
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uint voxelTypeCount;
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uint biomeCount;
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uint structureCount;
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uint worldSeed;
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};
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struct Biome {
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uint surfaceBlock;
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uint dirtBlock;
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uint stoneBlock;
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uint grassFoliage;
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uint[4] flowers;
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uint[4] tallBlocks;
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uint[4] otherFoliage;
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};
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struct Structure {
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uint sizeX;
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uint sizeY;
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uint sizeZ;
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uint blockOffset;
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uint spawnSpacing;
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uint spawnChance;
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uint allowedBiome;
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uint groundBlock;
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uint flags;
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};
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struct StructureVoxelResult {
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uint block;
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uint flags;
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};
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layout(std430, binding = 0) buffer VoxelData {
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uint voxels[];
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};
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layout(std430, set = 1, binding = 0) readonly buffer BiomeUniform {
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Biome biomes[];
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} BiomeReg;
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layout(std430, set = 2, binding = 0) readonly buffer StructureRegistry {
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Structure structures[];
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} structureReg;
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layout(std430, set = 2, binding = 1) readonly buffer StructureBlocks {
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uint blocks[];
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} structureBlocks;
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uint hash21(uvec2 p) {
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p = p * 1664525u + 1013904223u;
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p.x += p.y * 1664525u;
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p.y += p.x * 1664525u;
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return p.x ^ (p.x >> 16);
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}
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float random3to1(vec3 st) {
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return fract(sin(dot(st, vec3(127.1, 311.7, 74.7))) * 43758.5453123);
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}
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float interpolate(float a, float b, float c, float d, float x) {
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float p = (d - c) - (a - b);
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return x * (x * (x * p + ((a - b) - p)) + (c - a)) + b;
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}
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float sampleX(vec3 at) {
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float floored = floor(at.x);
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return interpolate(
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random3to1(vec3(floored - 1.0, at.yz)),
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random3to1(vec3(floored, at.yz)),
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random3to1(vec3(floored + 1.0, at.yz)),
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random3to1(vec3(floored + 2.0, at.yz)),
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at.x - floored) * 0.5 + 0.25;
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}
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float sampleY(vec3 at) {
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float floored = floor(at.y);
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return interpolate(
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sampleX(vec3(at.x, floored - 1.0, at.z)),
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sampleX(vec3(at.x, floored, at.z)),
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sampleX(vec3(at.x, floored + 1.0, at.z)),
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sampleX(vec3(at.x, floored + 2.0, at.z)),
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at.y - floored);
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}
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float cubicNoise(vec3 at) {
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float floored = floor(at.z);
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return interpolate(
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sampleY(vec3(at.xy, floored - 1.0)),
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sampleY(vec3(at.xy, floored)),
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sampleY(vec3(at.xy, floored + 1.0)),
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sampleY(vec3(at.xy, floored + 2.0)),
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at.z - floored);
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}
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float rand(vec2 co) {
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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float valueNoise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = rand(i);
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float b = rand(i + vec2(1.0, 0.0));
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float c = rand(i + vec2(0.0, 1.0));
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float d = rand(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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uint pcg_hash(uint seed) {
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uint state = seed * 747796405u + 289133645u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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uint randomRangeUint(uint seed, uint minVal, uint maxVal) {
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uint range = maxVal - minVal + 1u;
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return minVal + (pcg_hash(seed) % range);
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}
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uint GetBiome(vec3 worldPos, uint MaxBiomes) {
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if (MaxBiomes == 0u) return 0u;
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vec3 X = vec3(worldPos);
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X = mat3(
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0.788675134594813, -0.211324865405187, -0.577350269189626,
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-0.211324865405187, 0.788675134594813, -0.577350269189626,
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0.577350269189626, 0.577350269189626, 0.577350269189626) * X;
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float n = clamp(cubicNoise(X), 0.0, 0.9999);
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uint Biome = uint(floor(n * float(MaxBiomes)));
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return min(Biome, MaxBiomes - 1u);
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}
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bool isCave(vec3 worldPos) {
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vec3 X = vec3(worldPos);
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X = mat3(
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0.788675134594813, -0.211324865405187, -0.577350269189626,
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-0.211324865405187, 0.788675134594813, -0.577350269189626,
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0.577350269189626, 0.577350269189626, 0.577350269189626) * X;
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float n = cubicNoise(X);
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return n > 0.5;
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}
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bool shouldSpawn(uint seed, Structure s) {
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return pcg_hash(seed) % 1000u < s.spawnChance;
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}
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bool hasFlag(uint flags, uint flag) {
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return (flags & flag) != 0u;
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}
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int floorDiv(int value, int divisor) {
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int q = value / divisor;
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int r = value - q * divisor;
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if (r != 0 && ((r < 0) != (divisor < 0))) {
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q -= 1;
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}
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return q;
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}
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ivec2 getStructureCell(ivec2 worldXZ, int spacing) {
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return ivec2(
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floorDiv(worldXZ.x, spacing),
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floorDiv(worldXZ.y, spacing)
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);
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}
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float getPrimarySurfaceHeight(int worldX, int worldY, int worldZ) {
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float YZone = floor(float(worldY) / 150.0) * 150.0;
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return valueNoise(vec2(float(worldX) + YZone * 2.0, float(worldZ) + YZone * 2.0) * 0.005) * 100.0 +
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valueNoise(vec2(float(worldX) + YZone * 2.0, float(worldZ) + YZone * 2.0) * 0.01) * 10.0 +
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valueNoise(vec2(float(worldX) + YZone * 2.0, float(worldZ) + YZone * 2.0) * 0.1) * 5.0 +
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valueNoise(vec2(float(worldX) + YZone * 2.0, float(worldZ) + YZone * 2.0)) * 0.5 +
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YZone;
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}
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float getSecondarySurfaceHeight(int worldX, int worldY, int worldZ) {
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float YZone2 = floor(float(worldY) / 75.0) * 75.0;
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return valueNoise(vec2(float(worldX) + YZone2 * 2.0, float(worldZ) + YZone2 * 2.0) * 0.005) * 50.0 +
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valueNoise(vec2(float(worldX) + YZone2 * 2.0, float(worldZ) + YZone2 * 2.0) * 0.01) * 10.0 +
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valueNoise(vec2(float(worldX) + YZone2 * 2.0, float(worldZ) + YZone2 * 2.0) * 0.1) * 5.0 +
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valueNoise(vec2(float(worldX) + YZone2 * 2.0, float(worldZ) + YZone2 * 2.0)) * 0.5 +
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YZone2;
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}
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float getSurfaceHeight(int worldX, int worldZ, int referenceY) {
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float primary = getPrimarySurfaceHeight(worldX, referenceY, worldZ);
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float secondary = getSecondarySurfaceHeight(worldX, referenceY, worldZ);
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float primaryDist = abs(primary - float(referenceY));
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float secondaryDist = abs(secondary - float(referenceY));
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return primaryDist <= secondaryDist ? primary : secondary;
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}
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bool cellSpawnsStructure(uint seed, Structure s) {
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if (s.spawnChance == 0u) {
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return false;
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}
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return pcg_hash(seed) % 1000u < s.spawnChance;
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}
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uint chooseStructure(uint seed, uint biome) {
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if (structureCount == 0u) {
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return 0u;
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}
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uint start = pcg_hash(seed ^ 0xA53A9D31u) % structureCount;
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for (uint i = 0u; i < structureCount; i++) {
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uint id = (start + i) % structureCount;
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Structure s = structureReg.structures[id];
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if (s.allowedBiome == 0u || s.allowedBiome == biome + 1u) {
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return id;
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}
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}
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return start;
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}
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ivec2 getStructureAnchorXZ(ivec2 cell, uint seed, uint spacing) {
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int structureSpacing = int(max(spacing, 1u));
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uint jitterX = randomRangeUint(seed ^ 0xB5297A4Du, 0u, uint(structureSpacing - 1));
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uint jitterZ = randomRangeUint(seed ^ 0x68E31DA4u, 0u, uint(structureSpacing - 1));
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return cell * structureSpacing + ivec2(int(jitterX), int(jitterZ));
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}
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uint getStructureBlock(uint structureId, ivec3 localPos) {
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Structure s = structureReg.structures[structureId];
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if (localPos.x < 0 || localPos.x >= int(s.sizeX)) return 0u;
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if (localPos.y < 0 || localPos.y >= int(s.sizeY)) return 0u;
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if (localPos.z < 0 || localPos.z >= int(s.sizeZ)) return 0u;
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uint index =
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uint(localPos.x) * s.sizeY * s.sizeZ +
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uint(localPos.y) * s.sizeZ +
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uint(localPos.z);
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return structureBlocks.blocks[s.blockOffset + index];
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}
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bool isGroundFlatEnough(ivec2 anchorXZ, uint structureId, int referenceY) {
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Structure s = structureReg.structures[structureId];
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float h0 = getSurfaceHeight(anchorXZ.x, anchorXZ.y, referenceY);
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float h1 = getSurfaceHeight(anchorXZ.x + int(s.sizeX) - 1, anchorXZ.y, referenceY);
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float h2 = getSurfaceHeight(anchorXZ.x, anchorXZ.y + int(s.sizeZ) - 1, referenceY);
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float h3 = getSurfaceHeight(anchorXZ.x + int(s.sizeX) - 1, anchorXZ.y + int(s.sizeZ) - 1, referenceY);
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float minH = min(min(h0, h1), min(h2, h3));
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float maxH = max(max(h0, h1), max(h2, h3));
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return maxH - minH <= 2.0;
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}
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ivec3 getStructureCell3D(ivec3 worldPos, int spacing) {
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return ivec3(
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floorDiv(worldPos.x, spacing),
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floorDiv(worldPos.y, 75),
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floorDiv(worldPos.z, spacing)
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);
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}
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uint hash31(ivec3 p) {
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uvec3 v = uvec3(p) * uvec3(1664525u, 22695477u, 1103515245u) + uvec3(1013904223u);
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v.x += v.y * v.z;
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v.y += v.z * v.x;
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v.z += v.x * v.y;
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return v.x ^ v.y ^ v.z;
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}
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uint getBaseTerrainVoxelAt(ivec3 worldPos, uint biome) {
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Biome currentBiome = BiomeReg.biomes[biome];
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float YZone = floor(float(worldPos.y) / 150.0) * 150.0;
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float SurfaceHeight =
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0) * 0.005) * 100.0 +
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0) * 0.01) * 10.0 +
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0) * 0.1) * 5.0 +
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0)) * 0.5 +
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YZone;
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float IslandUnderneathHeight =
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0) * 0.005) * 100.0 +
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0) * 0.1) * 20.0 +
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0) * 0.1) * 5.0 +
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valueNoise(vec2(float(worldPos.x) + YZone * 2.0, float(worldPos.z) + YZone * 2.0)) * 0.5 -
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15.0 +
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YZone;
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float grassNoise = valueNoise(vec2(float(worldPos.z) * 0.5 - YZone * 2.0, float(worldPos.x) * 0.5 - YZone * 2.0));
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uint randomBlockVal = randomRangeUint(uint(worldPos.x) * 73856093u ^ uint(worldPos.z) * 19349663u, 0u, 3u);
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uint voxelType = 0u;
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if (float(worldPos.y) <= SurfaceHeight && float(worldPos.y) >= IslandUnderneathHeight) {
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float depthBelowSurface = SurfaceHeight - float(worldPos.y);
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if (depthBelowSurface < 0.5) {
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if (grassNoise < 0.65) voxelType = currentBiome.grassFoliage;
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else if (grassNoise < 0.75) voxelType = currentBiome.flowers[randomBlockVal];
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else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[randomBlockVal];
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else voxelType = 0u;
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} else if (depthBelowSurface < 2.5) {
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voxelType = currentBiome.surfaceBlock;
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} else if (depthBelowSurface < 6.0) {
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voxelType = currentBiome.dirtBlock;
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} else {
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voxelType = currentBiome.stoneBlock;
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}
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} else {
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float YZone2 = floor(float(worldPos.y) / 75.0) * 75.0;
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float IslandUnderneathHeight2 =
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valueNoise(vec2(float(worldPos.x) - YZone2 * 2.0, float(worldPos.z) - YZone2 * 2.0) * 0.005) * 60.0 +
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0) * 0.1) * 20.0 +
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0) * 0.1) * 10.0 +
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0)) * 0.5 -
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5.0 +
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YZone2;
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float height2 =
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0) * 0.005) * 50.0 +
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0) * 0.01) * 10.0 +
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0) * 0.1) * 5.0 +
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valueNoise(vec2(float(worldPos.x) + YZone2 * 2.0, float(worldPos.z) + YZone2 * 2.0)) * 0.5 +
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YZone2;
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if (float(worldPos.y) <= height2 && float(worldPos.y) >= IslandUnderneathHeight2) {
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float depthBelowSurface = height2 - float(worldPos.y);
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if (depthBelowSurface < 0.5) {
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if (grassNoise < 0.65) voxelType = currentBiome.grassFoliage;
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else if (grassNoise < 0.75) voxelType = currentBiome.flowers[randomBlockVal];
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else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[randomBlockVal];
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else voxelType = 0u;
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} else if (depthBelowSurface < 1.5) {
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voxelType = currentBiome.surfaceBlock;
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} else if (depthBelowSurface < 6.0) {
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voxelType = currentBiome.dirtBlock;
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} else {
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voxelType = currentBiome.stoneBlock;
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}
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}
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}
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if (voxelType != 0u && isCave(vec3(worldPos) * 0.05)) {
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voxelType = 0u;
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}
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return voxelType;
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}
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bool isValidStructureAnchor(ivec3 origin, uint structureId, uint biome) {
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Structure s = structureReg.structures[structureId];
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ivec3 groundPos = origin + ivec3(0, -1, 0);
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ivec3 basePos = origin;
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uint groundVoxel = getBaseTerrainVoxelAt(groundPos, biome);
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uint baseVoxel = getBaseTerrainVoxelAt(basePos, biome);
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if (groundVoxel == 0u) {
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return false;
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}
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if (s.groundBlock != 0u && groundVoxel != s.groundBlock) {
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return false;
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}
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if (baseVoxel != 0u) {
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return false;
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}
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if (isCave(vec3(groundPos) * 0.05)) {
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return false;
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}
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return true;
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}
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int getStructureReferenceY(int worldY) {
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return floorDiv(worldY, 75) * 75;
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}
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bool isStructureFootprintSupported(ivec3 origin, uint structureId, uint biome) {
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Structure s = structureReg.structures[structureId];
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int supportedCorners = 0;
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ivec3 p0 = origin + ivec3(0, -1, 0);
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ivec3 p1 = origin + ivec3(int(s.sizeX) - 1, -1, 0);
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ivec3 p2 = origin + ivec3(0, -1, int(s.sizeZ) - 1);
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ivec3 p3 = origin + ivec3(int(s.sizeX) - 1, -1, int(s.sizeZ) - 1);
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if (getBaseTerrainVoxelAt(p0, biome) != 0u) supportedCorners++;
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if (getBaseTerrainVoxelAt(p1, biome) != 0u) supportedCorners++;
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if (getBaseTerrainVoxelAt(p2, biome) != 0u) supportedCorners++;
|
|
if (getBaseTerrainVoxelAt(p3, biome) != 0u) supportedCorners++;
|
|
|
|
return supportedCorners == 4;
|
|
}
|
|
|
|
StructureVoxelResult getStructureVoxelAt(ivec3 worldPos, uint biome) {
|
|
StructureVoxelResult result;
|
|
result.block = 0u;
|
|
result.flags = 0u;
|
|
|
|
if (structureCount == 0u) {
|
|
return result;
|
|
}
|
|
|
|
for (uint structureId = 0u; structureId < structureCount; structureId++) {
|
|
Structure s = structureReg.structures[structureId];
|
|
|
|
if (s.allowedBiome != 0u && s.allowedBiome != biome + 1u) {
|
|
continue;
|
|
}
|
|
|
|
int spacing = int(max(s.spawnSpacing, 1u));
|
|
ivec3 baseCell = getStructureCell3D(worldPos, spacing);
|
|
|
|
for (int ox = -1; ox <= 1; ox++) {
|
|
for (int oy = -1; oy <= 1; oy++) {
|
|
for (int oz = -1; oz <= 1; oz++) {
|
|
ivec3 cell = baseCell + ivec3(ox, oy, oz);
|
|
|
|
uint seed = hash31(cell + ivec3(0, int(structureId) * 97, 0)) ^ worldSeed;
|
|
|
|
if (!cellSpawnsStructure(seed, s)) {
|
|
continue;
|
|
}
|
|
|
|
ivec2 anchorXZ = getStructureAnchorXZ(cell.xz, seed, s.spawnSpacing);
|
|
|
|
// Match getStructureBlock's uncentered footprint before sampling terrain.
|
|
ivec2 localXZ = worldPos.xz - anchorXZ;
|
|
if (localXZ.x < 0 || localXZ.x >= int(s.sizeX) ||
|
|
localXZ.y < 0 || localXZ.y >= int(s.sizeZ)) {
|
|
continue;
|
|
}
|
|
|
|
int referenceY = cell.y * 75;
|
|
float anchorHeight = getSurfaceHeight(int(anchorXZ.x - s.sizeX/2), int(anchorXZ.y - s.sizeZ/2), referenceY);
|
|
int anchorY = int(floor(anchorHeight)) + 1;
|
|
|
|
ivec3 origin = ivec3(anchorXZ.x, anchorY, anchorXZ.y);
|
|
|
|
if (!isValidStructureAnchor(origin, structureId, biome)) {
|
|
continue;
|
|
}
|
|
|
|
ivec3 local = worldPos - origin;
|
|
|
|
uint block = getStructureBlock(structureId, local);
|
|
|
|
if (block != 0u) {
|
|
result.block = block;
|
|
result.flags = s.flags;
|
|
return result;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void main() {
|
|
if (any(greaterThanEqual(gl_GlobalInvocationID.xyz, uvec3(SCRATCH_SIZE)))) {
|
|
return;
|
|
}
|
|
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz) - ivec3(1);
|
|
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
|
|
|
|
uint biome = GetBiome(vec3(worldPos.z, worldPos.y, worldPos.x) * 0.005, biomeCount);
|
|
Biome currentBiome = BiomeReg.biomes[biome];
|
|
|
|
float YZone = floor(worldPos.y/150.0)*150.0;
|
|
float SurfaceHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
|
|
|
|
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.01) * 10 +
|
|
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5 +
|
|
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 + YZone;
|
|
|
|
uint RandomBlockVal = randomRangeUint(uint(worldPos.x) * 73856093u ^ uint(worldPos.z) * 19349663u,0u ,3u);
|
|
float IslandUnderneathHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
|
|
|
|
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 20 +
|
|
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5 +
|
|
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 - 15 + YZone;
|
|
|
|
float grassNoise = valueNoise(vec2(worldPos.z * 0.5 - YZone * 2, worldPos.x * 0.5 - YZone * 2));
|
|
|
|
uint voxelType = 0u;
|
|
|
|
if (float(worldPos.y) <= SurfaceHeight && float(worldPos.y) >= IslandUnderneathHeight) {
|
|
float depthBelowSurface = SurfaceHeight - float(worldPos.y);
|
|
if (depthBelowSurface < 0.5) {
|
|
if(grassNoise < 0.65) voxelType = currentBiome.grassFoliage; // Grass foliage
|
|
else if (grassNoise < 0.75) voxelType = currentBiome.flowers[RandomBlockVal];
|
|
else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[RandomBlockVal];
|
|
else voxelType = 0u;
|
|
}else if (depthBelowSurface < 2.5) {
|
|
voxelType = currentBiome.surfaceBlock; // Grass
|
|
} else if (depthBelowSurface < 6.0) {
|
|
voxelType = currentBiome.dirtBlock; // Dirt(also stone rn)
|
|
} else {
|
|
voxelType = currentBiome.stoneBlock; // Stone
|
|
}
|
|
}
|
|
else{
|
|
float YZone2 = floor(worldPos.y/75.0)*75.0;
|
|
float IslandUnderneathHeight2 = valueNoise(vec2(worldPos.x - YZone2 * 2, worldPos.z -YZone2 * 2) * 0.005) * 60 +
|
|
valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 20 +
|
|
valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 10+
|
|
valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 - 5 + YZone2;
|
|
float height2 = valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.005) * 50 +
|
|
valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.01) * 10 +
|
|
valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 5+
|
|
valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 + YZone2;
|
|
|
|
if (float(worldPos.y) <= height2 && float(worldPos.y) >= IslandUnderneathHeight2) {
|
|
float depthBelowSurface = height2 - float(worldPos.y);
|
|
|
|
if (depthBelowSurface < 0.5) {
|
|
if (grassNoise < 0.65) voxelType = currentBiome.grassFoliage; // Grass foliage
|
|
else if (grassNoise < 0.75) voxelType = currentBiome.flowers[RandomBlockVal];
|
|
else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[RandomBlockVal];
|
|
else voxelType = 0u;
|
|
} else if (depthBelowSurface < 1.5) {
|
|
voxelType = currentBiome.surfaceBlock; // Grass
|
|
} else if (depthBelowSurface < 6.0) {
|
|
voxelType = currentBiome.dirtBlock; // Dirt(also stone rn)
|
|
} else {
|
|
voxelType = currentBiome.stoneBlock; // Stone
|
|
}
|
|
}
|
|
}
|
|
|
|
if (voxelType != 0u) {
|
|
if (isCave(vec3(worldPos*0.05))) {
|
|
voxelType = 0u;
|
|
}
|
|
}
|
|
|
|
StructureVoxelResult structureVoxel = getStructureVoxelAt(worldPos, biome);
|
|
|
|
if (structureVoxel.block != 0u) {
|
|
if (hasFlag(structureVoxel.flags, uint(REPLACE_AIR_ONLY))) {
|
|
if (voxelType == 0u) {
|
|
voxelType = structureVoxel.block;
|
|
}
|
|
} else {
|
|
voxelType = structureVoxel.block;
|
|
}
|
|
}
|
|
|
|
uint index = uint(slot * SCRATCH_VOXEL_COUNT + (localPos.x + 1) * SCRATCH_AREA +
|
|
(localPos.y + 1) * SCRATCH_SIZE + localPos.z + 1);
|
|
voxels[index] = voxelType;
|
|
} |