diff --git a/assets/voxygen/shaders/include/srgb.glsl b/assets/voxygen/shaders/include/srgb.glsl index aa623bd4d3..b6fefa145d 100644 --- a/assets/voxygen/shaders/include/srgb.glsl +++ b/assets/voxygen/shaders/include/srgb.glsl @@ -621,32 +621,31 @@ vec3 compute_attenuation_point(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_a //#endif vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr) { - uvec4 f_col_light = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos), 0) * 255); - vec3 f_col = vec3( - float(((f_col_light.r & 0x7u) << 1u) | (f_col_light.b & 0xF0u)), - float(f_col_light.a & 0xFE), - float(((f_col_light.g & 0x7u) << 1u) | ((f_col_light.b & 0x0Fu) << 4u)) - ) / 255.0; - // TODO: Figure out how to use `texture` and modulation to avoid needing to do manual filtering - vec4 tex_10 = texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0); - vec4 tex_01 = texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0); - vec4 tex_11 = texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 1), 0); - vec3 light_00 = vec3(uvec2(f_col_light.rg) >> 3u, f_col_light.a & 1u); - vec3 light_10 = vec3(uvec2(tex_10.rg * 255.0) >> 3u, uint(tex_10.a * 255.0) & 1u); - vec3 light_01 = vec3(uvec2(tex_01.rg * 255.0) >> 3u, uint(tex_01.a * 255.0) & 1u); - vec3 light_11 = vec3(uvec2(tex_11.rg * 255.0) >> 3u, uint(tex_11.a * 255.0) & 1u); + uvec4 tex_00 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 0), 0) * 255); + uvec4 tex_10 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0) * 255); + uvec4 tex_01 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0) * 255); + uvec4 tex_11 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 1), 0) * 255); + vec3 light_00 = vec3(tex_00.rg >> 3u, tex_00.a & 1u); + vec3 light_10 = vec3(tex_10.rg >> 3u, tex_10.a & 1u); + vec3 light_01 = vec3(tex_01.rg >> 3u, tex_01.a & 1u); + vec3 light_11 = vec3(tex_11.rg >> 3u, tex_11.a & 1u); vec3 light_0 = mix(light_00, light_01, fract(f_uv_pos.y)); vec3 light_1 = mix(light_10, light_11, fract(f_uv_pos.y)); vec3 light = mix(light_0, light_1, fract(f_uv_pos.x)); // TODO: Use `texture` instead //vec2 light = texture(t_col_light, f_uv_pos).xy / 31; + vec3 f_col = vec3( + float(((tex_00.r & 0x7u) << 1u) | (tex_00.b & 0xF0u)), + float(tex_00.a & 0xFE), + float(((tex_00.g & 0x7u) << 1u) | ((tex_00.b & 0x0Fu) << 4u)) + ) / 255.0; f_ao = light.z; f_light = light.x / 31.0; f_glow = light.y / 31.0; - f_attr = f_col_light.g >> 3u; + f_attr = tex_00.g >> 3u; return srgb_to_linear(f_col); }