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https://github.com/horizon-rust/horizon.git
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Shader packs: initialize previous-frame uniforms from the first real frame
Fixes #6674. Retain upstream behavior outside this isolated host/compiler fix. Co-Authored-By: Codex GPT-6 <[email protected]>
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+150
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@@ -404,9 +404,9 @@ impl FrameUniforms {
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frame.depth_far,
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);
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let camera = frame.camera.as_vec3();
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let first_frame = self.previous.is_none();
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let (previous_exact, previous_view, previous_projection) =
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self.previous
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.unwrap_or((glam::DVec3::ZERO, Mat4::ZERO, Mat4::ZERO));
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self.previous.unwrap_or((frame.camera, view, projection));
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let previous_camera = previous_exact.as_vec3();
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self.previous = Some((frame.camera, view, projection));
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// The camera's whole blocks and the rest, exact however far from the origin.
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@@ -436,6 +436,10 @@ impl FrameUniforms {
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};
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self.wetness = smooth(self.wetness, inputs.rain, half_life / 20.0, dt);
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let eye = inputs.eye_light.map(|l| (l * 16) as f32);
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if first_frame {
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self.wetness = inputs.rain;
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self.eye_smooth = eye;
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}
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for (smoothed, target) in self.eye_smooth.iter_mut().zip(eye) {
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*smoothed = smooth(*smoothed, target, 10.0 / 20.0, dt);
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}
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@@ -849,3 +853,147 @@ mod tests {
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);
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}
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}
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#[cfg(test)]
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mod initial_history_tests {
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use super::*;
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use crate::hud::HudBatch;
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fn float(u: &FrameUniforms, name: &str) -> [f32; 16] {
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match u.values[index(name).unwrap()] {
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Value::F(v) => v,
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_ => panic!("float uniform expected"),
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}
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}
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#[test]
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fn first_history_is_current_then_tracks_the_actual_previous_frame() {
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let hud = HudBatch::new([800, 450]);
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let mut f = frame(&hud);
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let mut u = FrameUniforms::default();
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f.camera = DVec3::new(1024.25, -3.5, 11.75);
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f.yaw = 21.0;
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f.pitch = -16.0;
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u.update(&f, &PackInputs::default(), [800, 450]);
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assert_eq!(
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float(&u, "previousCameraPosition"),
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float(&u, "cameraPosition")
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);
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for (prior, current) in [
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("gbufferPreviousProjection", "gbufferProjection"),
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("gbufferPreviousModelView", "gbufferModelView"),
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] {
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assert_eq!(float(&u, prior), float(&u, current));
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assert!(float(&u, prior).iter().any(|v| *v != 0.0));
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}
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let camera = float(&u, "cameraPosition");
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let view = float(&u, "gbufferModelView");
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let projection = float(&u, "gbufferProjection");
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f.camera = DVec3::new(-100.0, 20.0, 40.0);
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f.yaw = 90.0;
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f.pitch = 50.0;
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f.fov_degrees = 100.0;
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u.update(&f, &PackInputs::default(), [1000, 500]);
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assert_eq!(float(&u, "previousCameraPosition"), camera);
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assert_eq!(float(&u, "gbufferPreviousModelView"), view);
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assert_eq!(float(&u, "gbufferPreviousProjection"), projection);
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assert_ne!(
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float(&u, "previousCameraPosition"),
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float(&u, "cameraPosition")
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);
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}
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#[test]
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fn environmental_smoothing_starts_at_the_first_inputs_without_resetting_each_frame() {
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let hud = HudBatch::new([800, 450]);
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let f = frame(&hud);
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let mut u = FrameUniforms::default();
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let mut input = PackInputs {
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rain: 0.75,
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eye_light: [3, 14],
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..Default::default()
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};
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u.update(&f, &input, [800, 450]);
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assert_eq!(float(&u, "wetness")[0], 0.75);
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match u.values[index("eyeBrightnessSmooth").unwrap()] {
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Value::I(v) => assert_eq!(&v[..2], &[48, 224]),
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_ => panic!("integer uniform expected"),
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}
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input.rain = 0.0;
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input.eye_light = [0, 0];
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u.update(&f, &input, [800, 450]);
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assert!(float(&u, "wetness")[0] > 0.0);
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assert!(u.eye_smooth.iter().all(|v| *v > 0.0));
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}
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fn frame(hud: &HudBatch) -> Frame<'_> {
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Frame {
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eye: glam::DVec3::ZERO,
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eye_rotation: [0.0; 2],
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first_person: true,
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shadow_scene_revision: (0, 0),
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shadow_cache: false,
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water_plane: None,
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weather: &[],
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weather_time: crate::weather::Time::new(0, 0.0),
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camera: glam::DVec3::new(0.5, 100.0, 0.5),
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yaw: 0.0,
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pitch: 10.0,
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fov_degrees: 85.0,
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bob: glam::Mat4::IDENTITY,
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spin: glam::Mat4::IDENTITY,
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sky: crate::environment::Sky::default(),
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distance: 12.0,
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detail_distance: 12.0,
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depth_far: 1000.0,
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underwater: false,
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cave_culling: false,
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title: true,
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sky_blocked: false,
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skybox: false,
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end_sky: false,
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end_sky_sprite: None,
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environment_fog: None,
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water_fog: [0.0; 3],
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fog: None,
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dark_disc: false,
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outline: Vec::new(),
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outline_after_terrain: false,
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outline_high_contrast: false,
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debug_lines: &[],
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debug_lines_on_top: &[],
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debug_crosshair: &[],
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hud,
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glint_alpha: 0.75,
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glint_ticks: 0.0,
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nether_lighting: false,
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entities: &[],
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entity_motion: &[],
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colored_lights: &[],
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emissive_layers: &[],
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shadow_only: &[],
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entity_spans: &[],
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glowing: &[],
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dynamic_lights: &[],
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clouds: None,
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lightning: Default::default(),
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additive: &[],
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see_through: &[],
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celestial: &[],
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stars: None,
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hand: &[],
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hand_fov_degrees: 70.0,
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screen: &[],
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pack: Default::default(),
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border: None,
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game_time: 0.0,
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shader_game_time: 0.0,
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end_portal_sprites: [[0.0; 4]; 2],
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crumbling_sprite: [0.0; 4],
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ticks: 0,
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darkness: (0.0, 0.0),
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night_vision: 0.0,
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block_flicker: 0.0,
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boss_darken: 0.0,
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menu_blur: None,
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chunk_fade: 0.0,
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post_effects: crate::post_chain::Request::none(),
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}
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}
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}
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