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~ | Some map changing
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@ -29,28 +29,21 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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return (direction * sign(dot(normal, direction)));
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}
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vec3 GetEnvironmentLight(Ray ray)
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{
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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float SunFocus = 1.5;
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float SunIntensity = 1;
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// vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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// {
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// float r1 = randomValue(rng_state);
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// float r2 = randomValue(rng_state);
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// float phi = 2.0 * M_PI * r1;
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// float cos_theta = sqrt(1.0 - r2);
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// float sin_theta = sqrt(r2);
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// // Create orthonormal basis
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// vec3 tangent, bitangent;
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// if (abs(normal.x) > abs(normal.z)) {
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// tangent = normalize(vec3(-normal.y, normal.x, 0.0));
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// } else {
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// tangent = normalize(vec3(0.0, -normal.z, normal.y));
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// }
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// bitangent = cross(normal, tangent);
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// return normalize(
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// tangent * (cos(phi) * sin_theta) +
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// bitangent * (sin(phi) * sin_theta) +
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// normal * cos_theta
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// );
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// }
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vec3 GroundColour = vec3(0.5, 0.5, 0.5);
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vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
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vec3 SkyColourZenith = SkyColourHorizon / 2.0;
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float skyGradientT = pow(smoothstep(0, 0.4, ray.direction.y), 0.35);
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float groundToSkyT = smoothstep(-0.01, 0, ray.direction.y);
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vec3 skyGradient = mix(SkyColourHorizon, SkyColourZenith, skyGradientT);
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float sun = pow(max(0, dot(ray.direction, sun_pos.xyz)), SunFocus) * SunIntensity;
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// Combine ground, sky, and sun
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vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
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return composite;
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}
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