perf: reduce haze column samples
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8ea8316b19
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1 file changed
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-5
Vendored
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@@ -379,10 +379,10 @@ var FRAG_SRC = [
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'else if (t2 > 0.0) tEnd = min(tEnd, t2);',
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'else if (t2 > 0.0) tEnd = min(tEnd, t2);',
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'}',
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'}',
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'if (tEnd <= tStart) return 0.0;',
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'if (tEnd <= tStart) return 0.0;',
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'float step = (tEnd - tStart) / 16.0;',
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'float step = (tEnd - tStart) / 10.0;',
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'float t = tStart + step * 0.5;',
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'float t = tStart + step * 0.5;',
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'float column = 0.0;',
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'float column = 0.0;',
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'for (int i = 0; i < 16; i++) {',
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'for (int i = 0; i < 10; i++) {',
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'vec3 p = uCamPos + rd * t;',
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'vec3 p = uCamPos + rd * t;',
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'float alt = max(0.0, length(p - C) - R);',
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'float alt = max(0.0, length(p - C) - R);',
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'column += exp(-alt / Hs) * step / Hs;',
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'column += exp(-alt / Hs) * step / Hs;',
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@@ -438,11 +438,11 @@ var FRAG_SRC = [
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'float Hs = max(0.05, uFrontHazeScaleHeightUnits);',
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'float Hs = max(0.05, uFrontHazeScaleHeightUnits);',
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'vec3 C = vec3(uCamPos.x, -R, uCamPos.z);',
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'vec3 C = vec3(uCamPos.x, -R, uCamPos.z);',
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'float column = 0.0;',
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'float column = 0.0;',
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'for (int i = 0; i < 8; i++) {',
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'for (int i = 0; i < 6; i++) {',
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'float t = dist * (float(i) + 0.5) / 8.0;',
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'float t = dist * (float(i) + 0.5) / 6.0;',
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'vec3 p = uCamPos + rd * t;',
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'vec3 p = uCamPos + rd * t;',
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'float alt = max(0.0, length(p - C) - R);',
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'float alt = max(0.0, length(p - C) - R);',
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'column += exp(-alt / Hs) * dist / 8.0 / Hs;',
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'column += exp(-alt / Hs) * dist / 6.0 / Hs;',
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'}',
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'}',
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'return column;',
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'return column;',
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'}',
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'}',
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