Merge branch 'FreeFull/intel_uvec3_fix' into 'master'

Avoid Intel graphics ivec3/uvec3 bug.

See merge request veloren/veloren!3091
This commit is contained in:
Samuel Keiffer 2022-01-09 01:14:48 +00:00
commit a600d4ca94
5 changed files with 12 additions and 11 deletions

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@ -49,7 +49,8 @@ layout(location = 1) flat out uint f_pos_norm;
const float EXTRA_NEG_Z = 65536.0/*65536.1*/;
void main() {
f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - vec3(0, 0, EXTRA_NEG_Z) + model_offs - focus_off.xyz;
f_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0x1FFFFu) - EXTRA_NEG_Z) + model_offs - focus_off.xyz;
// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));

View File

@ -51,10 +51,10 @@ uniform u_locals {
// out vec4 shadowMapCoord;
const int EXTRA_NEG_Z = 32768;
const float EXTRA_NEG_Z = 32768.0;
void main() {
vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
vec3 f_pos = f_chunk_pos + (model_offs - focus_off.xyz);
// f_pos = v_pos;
// vec3 f_pos = f_chunk_pos + model_offs;

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@ -41,14 +41,14 @@ uniform u_locals {
// out vec4 shadowMapCoord;
const int EXTRA_NEG_Z = 32768;
const float EXTRA_NEG_Z = 32768.0;
layout( push_constant ) uniform PointLightMatrix {
mat4 lightShadowMatrix;
};
void main() {
vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
vec3 f_pos = f_chunk_pos + model_offs - focus_off.xyz;
// f_pos = v_pos;
// vec3 f_pos = f_chunk_pos + model_offs;

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@ -51,8 +51,8 @@ layout(location = 4) out vec2 f_inst_light;
const float SCALE = 1.0 / 11.0;
const float SCALE_FACTOR = pow(SCALE, 1.3) * 0.2;
const int EXTRA_NEG_Z = 32768;
const int VERT_EXTRA_NEG_Z = 128;
const float EXTRA_NEG_Z = 32768.0;
const float VERT_EXTRA_NEG_Z = 128.0;
const uint VERT_PAGE_SIZE = 256;
void main() {
@ -75,7 +75,7 @@ void main() {
uint v_atlas_pos = pos_atlas_pos_norm_ao.y;
// Expand the model vertex position bits into float values
vec3 v_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu, 0xFFu, 0x0FFFu)) - ivec3(0, 0, VERT_EXTRA_NEG_Z));
vec3 v_pos = vec3(v_pos_norm & 0xFFu, (v_pos_norm >> 8) & 0xFFu, float((v_pos_norm >> 16) & 0x0FFFu) - VERT_EXTRA_NEG_Z);
// Transform into chunk space and scale
f_pos = (inst_mat * vec4(v_pos, 1.0)).xyz;
@ -118,7 +118,7 @@ void main() {
// Position of the sprite block in the chunk
// Used solely for highlighting the selected sprite
vec3 inst_chunk_pos = vec3(ivec3((uvec3(inst_pos_ori) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
vec3 inst_chunk_pos = vec3(inst_pos_ori & 0x3Fu, (inst_pos_ori >> 6) & 0x3Fu, float((inst_pos_ori >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
// Select glowing
vec3 sprite_pos = inst_chunk_pos + chunk_offs;
f_select = (select_pos.w > 0 && select_pos.xyz == sprite_pos) ? 1.0 : 0.0;

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@ -67,12 +67,12 @@ layout(location = 2) flat out float f_load_time;
// uniform sampler2DRect t_col_light;
const int EXTRA_NEG_Z = 32768;
const float EXTRA_NEG_Z = 32768.0;
void main() {
// over it (if this vertex to see if it intersects.
// f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
f_pos = f_chunk_pos + model_offs - focus_off.xyz;
f_load_time = load_time;