diff --git a/assets/voxygen/shaders/figure-vert.glsl b/assets/voxygen/shaders/figure-vert.glsl index daab906ecb..c1457fc3cd 100644 --- a/assets/voxygen/shaders/figure-vert.glsl +++ b/assets/voxygen/shaders/figure-vert.glsl @@ -1,4 +1,4 @@ -#version 330 core +#version 420 core #include diff --git a/assets/voxygen/shaders/include/lod.glsl b/assets/voxygen/shaders/include/lod.glsl index 2ca840337d..c710ab3899 100644 --- a/assets/voxygen/shaders/include/lod.glsl +++ b/assets/voxygen/shaders/include/lod.glsl @@ -5,16 +5,16 @@ #include #include -layout(set = 0, binding = 5) uniform texture2D t_alt; +layout(set = 0, binding = 5) uniform utexture2D t_alt; layout(set = 0, binding = 6) uniform sampler s_alt; layout(set = 0, binding = 7) uniform texture2D t_horizon; layout(set = 0, binding = 8) uniform sampler s_horizon; const float MIN_SHADOW = 0.33; -vec2 pos_to_uv(texture2D tex, sampler s, vec2 pos) { +vec2 pos_to_uv(utexture2D tex, sampler s, vec2 pos) { // Want: (pixel + 0.5) / W - vec2 texSize = textureSize(sampler2D(tex, s), 0); + vec2 texSize = textureSize(usampler2D(tex, s), 0); vec2 uv_pos = (focus_off.xy + pos + 16) / (32.0 * texSize); return vec2(uv_pos.x, /*1.0 - */uv_pos.y); } @@ -78,8 +78,51 @@ vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) { , sy); } +// UNSIGNED INTEGER VERSION +// NOTE: We assume the sampled coordinates are already in "texture pixels". +vec4 utextureBicubic(utexture2D tex, sampler sampl, vec2 texCoords) { + vec2 texSize = textureSize(usampler2D(tex, sampl), 0); + vec2 invTexSize = 1.0 / texSize; + /* texCoords.y = texSize.y - texCoords.y; */ + + texCoords = texCoords/* * texSize */ - 0.5; + + + vec2 fxy = fract(texCoords); + texCoords -= fxy; + + vec4 xcubic = cubic(fxy.x); + vec4 ycubic = cubic(fxy.y); + + vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; + // vec4 c = texCoords.xxyy + vec2 (-1, +1).xyxy; + + vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); + vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; + + offset *= invTexSize.xxyy; + /* // Correct for map rotaton. + offset.zw = 1.0 - offset.zw; */ + + vec4 sample0 = texture(usampler2D(tex, sampl), offset.xz); + vec4 sample1 = texture(usampler2D(tex, sampl), offset.yz); + vec4 sample2 = texture(usampler2D(tex, sampl), offset.xw); + vec4 sample3 = texture(usampler2D(tex, sampl), offset.yw); + // vec4 sample0 = texelFetch(sampler, offset.xz, 0); + // vec4 sample1 = texelFetch(sampler, offset.yz, 0); + // vec4 sample2 = texelFetch(sampler, offset.xw, 0); + // vec4 sample3 = texelFetch(sampler, offset.yw, 0); + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return mix( + mix(sample3, sample2, sx), mix(sample1, sample0, sx) + , sy); +} + float alt_at(vec2 pos) { - return (/*round*/(texture/*textureBicubic*/(sampler2D(t_alt, s_alt), pos_to_uv(t_alt, s_alt, pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z); + return (/*round*/(texture/*textureBicubic*/(usampler2D(t_alt, s_alt), pos_to_uv(t_alt, s_alt, pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z); //+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0; // return 0.0 @@ -93,7 +136,7 @@ float alt_at_real(vec2 pos) { // #if (FLUID_MODE == FLUID_MODE_CHEAP) // return alt_at(pos); // #elif (FLUID_MODE == FLUID_MODE_SHINY) - return (/*round*/(textureBicubic(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z); + return (/*round*/(utextureBicubic(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z); // #endif //+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0; @@ -209,7 +252,7 @@ vec2 splay(vec2 pos) { const float SQRT_2 = sqrt(2.0) / 2.0; // /const float CBRT_2 = cbrt(2.0) / 2.0; // vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len * 0.5, 3.0) * (SPLAY_MULT - view_distance.x)); - vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(sampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/)); + vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(usampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/)); if (abs(pos.x) > 0.99 || abs(pos.y) > 0.99) { splayed *= 10.0; } diff --git a/assets/voxygen/shaders/postprocess-vert.glsl b/assets/voxygen/shaders/postprocess-vert.glsl index 5afae03464..6a4b469af1 100644 --- a/assets/voxygen/shaders/postprocess-vert.glsl +++ b/assets/voxygen/shaders/postprocess-vert.glsl @@ -18,8 +18,6 @@ #include -layout(location = 0) in vec2 v_pos; - layout(location = 0) out vec2 f_pos; void main() { diff --git a/voxygen/src/render/pipelines/mod.rs b/voxygen/src/render/pipelines/mod.rs index 10c1efcb7f..a0f571b675 100644 --- a/voxygen/src/render/pipelines/mod.rs +++ b/voxygen/src/render/pipelines/mod.rs @@ -296,7 +296,7 @@ impl GlobalsLayouts { binding: 5, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, ty: wgpu::BindingType::Texture { - sample_type: wgpu::TextureSampleType::Float { filterable: true }, + sample_type: wgpu::TextureSampleType::Uint, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, diff --git a/voxygen/src/window.rs b/voxygen/src/window.rs index b962b5eff1..027fd7f30f 100644 --- a/voxygen/src/window.rs +++ b/voxygen/src/window.rs @@ -565,15 +565,6 @@ impl Window { false, ); - // let (window, device, factory, win_color_view, win_depth_view) = - // glutin::ContextBuilder::new() - // .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 3))) - // .with_vsync(false) - // .with_gfx_color_depth::() - // .build_windowed(win_builder, &event_loop) - // .map_err(|err| Error::BackendError(Box::new(err)))? - // .init_gfx::(); - let window = win_builder.build(&event_loop).unwrap(); let renderer = Renderer::new(&window, settings.graphics.render_mode.clone())?;