Addressed review comments

This commit is contained in:
Joshua Barretto 2020-11-21 23:19:58 +00:00
parent 0737c71749
commit 4bb0da24b6
3 changed files with 20 additions and 11 deletions
assets/voxygen/shaders/include
voxygen/src/render/pipelines

@ -621,17 +621,23 @@ vec3 compute_attenuation_point(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_a
vec3 greedy_extract_col_light_glow(sampler2D t_col_light, vec2 f_uv_pos, out float f_light, out float f_glow) {
uvec4 f_col_light = uvec4(texelFetch(t_col_light, ivec2(f_uv_pos), 0) * 255);
vec3 f_col = vec3(
float(((f_col_light.r >> 4u) & 0xEu) | (((f_col_light.b >> 4u) & 0xFu) << 4u)),
float(((f_col_light.r << 1u) & 0xFu) | (((f_col_light.b >> 4u) & 0xFu) << 4u)),
float(f_col_light.a),
float(((f_col_light.g >> 4u) & 0xEu) | (((f_col_light.b >> 0u) & 0xFu) << 4u))
float(((f_col_light.g << 1u) & 0xFu) | (((f_col_light.b >> 0u) & 0xFu) << 4u))
) / 255.0;
vec2 light_00 = vec2(uvec2(f_col_light.rg) & uvec2(0x1Fu));
vec2 light_10 = vec2(uvec2(texelFetch(t_col_light, ivec2(f_uv_pos) + ivec2(1, 0), 0).rg * 255.0) & uvec2(0x1Fu));
vec2 light_01 = vec2(uvec2(texelFetch(t_col_light, ivec2(f_uv_pos) + ivec2(0, 1), 0).rg * 255.0) & uvec2(0x1Fu));
vec2 light_11 = vec2(uvec2(texelFetch(t_col_light, ivec2(f_uv_pos) + ivec2(1, 1), 0).rg * 255.0) & uvec2(0x1Fu));
// TODO: Figure out how to use `texture` and modulation to avoid needing to do manual filtering
vec2 light_00 = vec2(uvec2(f_col_light.rg) >> 3u);
vec2 light_10 = vec2(uvec2(texelFetch(t_col_light, ivec2(f_uv_pos) + ivec2(1, 0), 0).rg * 255.0) >> 3u);
vec2 light_01 = vec2(uvec2(texelFetch(t_col_light, ivec2(f_uv_pos) + ivec2(0, 1), 0).rg * 255.0) >> 3u);
vec2 light_11 = vec2(uvec2(texelFetch(t_col_light, ivec2(f_uv_pos) + ivec2(1, 1), 0).rg * 255.0) >> 3u);
vec2 light_0 = mix(light_00, light_01, fract(f_uv_pos.y));
vec2 light_1 = mix(light_10, light_11, fract(f_uv_pos.y));
vec2 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;
f_light = light.x / 31.0;
f_glow = light.y / 31.0;
return srgb_to_linear(f_col);

@ -67,7 +67,7 @@ impl Locals {
Self {
model_mat: model_mat.into_col_arrays(),
highlight_col: [col.r, col.g, col.b, glow],
highlight_col: [col.r, col.g, col.b, 1.0],
model_pos: pos.into_array(),
atlas_offs: Vec4::from(atlas_offs).into_array(),
model_light: [light, glow, 1.0, 1.0],

@ -115,15 +115,18 @@ impl Vertex {
//
// However, we now have a problem. In the shader code with use hardware filtering to
// get at the `light` and `glow` attributes (but not colour, that remains constant
// across a block). How to we resolve this if we're twiddling bits? The answer is to
// across a block). How do we resolve this if we're twiddling bits? The answer is to
// very carefully manipulate the bit pattern such that the fields we want to filter
// (`light` and `glow`) always sit as the lower bits of the fields. Then, we can do
// (`light` and `glow`) always sit as the higher bits of the fields. Then, we can do
// some modulation magic to extract them from the filtering unharmed and use
// unfiltered texture access (i.e: `texelFetch`) to access the colours, plus a little
// bit-fiddling.
//
// TODO: This isn't currently working (no idea why). See `srgb.glsl` for current impl
// that intead does manual bit-twiddling and filtering.
[
((col.r & 0b1110) << 4) | light.min(31),
((col.b & 0b1110) << 4) | glow.min(31),
(light.min(31) << 3) | ((col.r & 0b1110) >> 1),
(glow.min(31) << 3) | ((col.r & 0b1110) >> 1),
(col.r & 0b11110000) | (col.b >> 4),
col.g, // Green is lucky, it remains unscathed
]