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Fix lod alt texture filtering
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@ -5,16 +5,16 @@
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#include <sky.glsl>
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#include <srgb.glsl>
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layout(set = 0, binding = 5) uniform utexture2D t_alt;
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layout(set = 0, binding = 5) uniform texture2D t_alt;
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layout(set = 0, binding = 6) uniform sampler s_alt;
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layout(set = 0, binding = 7) uniform texture2D t_horizon;
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layout(set = 0, binding = 8) uniform sampler s_horizon;
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const float MIN_SHADOW = 0.33;
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vec2 pos_to_uv(utexture2D tex, sampler s, vec2 pos) {
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vec2 pos_to_uv(texture2D tex, sampler s, vec2 pos) {
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// Want: (pixel + 0.5) / W
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vec2 texSize = textureSize(usampler2D(tex, s), 0);
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vec2 texSize = textureSize(sampler2D(tex, s), 0);
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vec2 uv_pos = (focus_off.xy + pos + 16) / (32.0 * texSize);
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return vec2(uv_pos.x, /*1.0 - */uv_pos.y);
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}
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@ -38,6 +38,7 @@ vec4 cubic(float v) {
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// NOTE: We assume the sampled coordinates are already in "texture pixels".
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vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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// TODO: remove all textureSize calls and replace with constants
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vec2 texSize = textureSize(sampler2D(tex, sampl), 0);
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vec2 invTexSize = 1.0 / texSize;
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/* texCoords.y = texSize.y - texCoords.y; */
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@ -78,10 +79,10 @@ vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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, sy);
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}
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// UNSIGNED INTEGER VERSION
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// 16 bit version (each of the 2 8-bit components are combined after bilinear sampling)
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// NOTE: We assume the sampled coordinates are already in "texture pixels".
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vec4 utextureBicubic(utexture2D tex, sampler sampl, vec2 texCoords) {
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vec2 texSize = textureSize(usampler2D(tex, sampl), 0);
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vec2 textureBicubic16(texture2D tex, sampler sampl, vec2 texCoords) {
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vec2 texSize = textureSize(sampler2D(tex, sampl), 0);
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vec2 invTexSize = 1.0 / texSize;
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/* texCoords.y = texSize.y - texCoords.y; */
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@ -104,10 +105,14 @@ vec4 utextureBicubic(utexture2D tex, sampler sampl, vec2 texCoords) {
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/* // Correct for map rotaton.
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offset.zw = 1.0 - offset.zw; */
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vec4 sample0 = texture(usampler2D(tex, sampl), offset.xz);
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vec4 sample1 = texture(usampler2D(tex, sampl), offset.yz);
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vec4 sample2 = texture(usampler2D(tex, sampl), offset.xw);
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vec4 sample3 = texture(usampler2D(tex, sampl), offset.yw);
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vec4 sample0_v4 = texture(sampler2D(tex, sampl), offset.xz);
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vec4 sample1_v4 = texture(sampler2D(tex, sampl), offset.yz);
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vec4 sample2_v4 = texture(sampler2D(tex, sampl), offset.xw);
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vec4 sample3_v4 = texture(sampler2D(tex, sampl), offset.yw);
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vec2 sample0 = sample0_v4.rb / 256.0 + sample0_v4.ga;
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vec2 sample1 = sample1_v4.rb / 256.0 + sample1_v4.ga;
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vec2 sample2 = sample2_v4.rb / 256.0 + sample2_v4.ga;
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vec2 sample3 = sample3_v4.rb / 256.0 + sample3_v4.ga;
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// vec4 sample0 = texelFetch(sampler, offset.xz, 0);
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// vec4 sample1 = texelFetch(sampler, offset.yz, 0);
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// vec4 sample2 = texelFetch(sampler, offset.xw, 0);
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@ -121,10 +126,9 @@ vec4 utextureBicubic(utexture2D tex, sampler sampl, vec2 texCoords) {
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, sy);
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}
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const float U16_MAX = 65535.0;
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float alt_at(vec2 pos) {
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return (/*round*/(texture/*textureBicubic*/(usampler2D(t_alt, s_alt), pos_to_uv(t_alt, s_alt, pos)).r / U16_MAX * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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vec4 alt_sample = texture/*textureBicubic16*/(sampler2D(t_alt, s_alt), pos_to_uv(t_alt, s_alt, pos));
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return (/*round*/((alt_sample.r / 256.0 + alt_sample.g) * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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// return 0.0
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@ -138,7 +142,7 @@ float alt_at_real(vec2 pos) {
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// #if (FLUID_MODE == FLUID_MODE_CHEAP)
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// return alt_at(pos);
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// #elif (FLUID_MODE == FLUID_MODE_SHINY)
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return (/*round*/(utextureBicubic(t_alt, s_alt, pos_to_tex(pos)).r / U16_MAX * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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return (/*round*/(textureBicubic16(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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// #endif
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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@ -254,7 +258,7 @@ vec2 splay(vec2 pos) {
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const float SQRT_2 = sqrt(2.0) / 2.0;
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// /const float CBRT_2 = cbrt(2.0) / 2.0;
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// vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len * 0.5, 3.0) * (SPLAY_MULT - view_distance.x));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(usampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(sampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/));
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if (abs(pos.x) > 0.99 || abs(pos.y) > 0.99) {
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splayed *= 10.0;
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}
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@ -119,10 +119,9 @@ impl LodData {
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// SamplerInfo {
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// border: border_color,
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let alt = create_texture(
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// TODO: figure out format that can be linearly filtered or change the shaders
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wgpu::TextureFormat::Rg16Uint,
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wgpu::TextureFormat::Rgba8Unorm,
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lod_alt,
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wgpu::FilterMode::Nearest,
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wgpu::FilterMode::Linear,
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);
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// SamplerInfo {
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// border: [0.0, 0.0, 0.0, 0.0].into(),
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@ -321,7 +321,7 @@ impl GlobalsLayouts {
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binding: 5,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Uint,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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