Reimplement voxel rendering with a FBO.
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@@ -1,12 +0,0 @@
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uniform sampler2D Palette, DiffuseTexture;
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uniform vec2 PaletteRows;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
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vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
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if (color.a < 0.01)
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discard;
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gl_FragColor = color;
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}
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@@ -1,26 +0,0 @@
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uniform mat4 View;
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uniform mat4 TransformMatrix;
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uniform vec4 LightDirection;
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uniform float GroundZ;
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uniform vec3 GroundNormal;
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vec4 DecodeChannelMask(float x)
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{
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if (x > 0.0)
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return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
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else
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return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
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}
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void main()
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{
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// Distance between vertex and ground
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float d = dot(gl_Vertex.xyz - vec3(0.0,0.0,GroundZ), GroundNormal) / dot(LightDirection.xyz, GroundNormal);
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// Project onto ground plane
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vec3 shadow = gl_Vertex.xyz - d*LightDirection.xyz;
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gl_Position = View*TransformMatrix*vec4(shadow, 1);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z);
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gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w);
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}
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