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Materials shown in the view: each object's metal and rough reach the shader (Solid and Rendered); a Material picker with sixteen to start from (gold, chrome, wood, ceramic...); o.material and fry.materials() in scripts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9 changed files with 101 additions and 5 deletions
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@ -53,7 +53,8 @@ struct DrawData { // DRAW_FIELDS in model.glsl
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glm::vec4 cube[6];
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glm::vec4 params; // x = sun visibility, y = lit by probes, z = liquid cut, w = LiquidStyle
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glm::vec4 plane; // liquid surface
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glm::vec4 probe; // the nearest reflection probe: x = its texture (0 = none), y = its top level; z = time (s)
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glm::vec4 probe; // the nearest reflection probe: x = its texture (0 = none), y = its top level; z = time (s);
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// w = its own surface without a material map: 0 none, else 1 + metal (0..255) + rough (0..255) * 256
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};
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struct FrameData { // FRAME_FIELDS in model.glsl, then (Vulkan) four buffer addresses
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glm::mat4 cascades[4];
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