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Reverted bad shader changes
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@ -78,12 +78,13 @@ vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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}
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}
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vec4 textureMaybeBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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vec4 textureMaybeBicubic(texture2D tex, sampler sampl, vec2 texCoords) {
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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// TODO: Allow regular `texture` to be used when cause of light leaking issues is found
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//#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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return textureBicubic(tex, sampl, texCoords);
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return textureBicubic(tex, sampl, texCoords);
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#else
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//#else
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vec2 offset = (texCoords + vec2(-1.0, 0.5)) / textureSize(sampler2D(tex, sampl), 0);
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// vec2 offset = (texCoords + vec2(-1.0, 0.5)) / textureSize(sampler2D(tex, sampl), 0);
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return texture(sampler2D(tex, sampl), offset);
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// return texture(sampler2D(tex, sampl), offset);
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#endif
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//#endif
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}
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}
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// 16 bit version (each of the 2 8-bit components are combined after bilinear sampling)
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// 16 bit version (each of the 2 8-bit components are combined after bilinear sampling)
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@ -111,7 +111,13 @@ void main() {
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uint v_atlas_pos = pos_atlas_pos_norm_ao.y;
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uint v_atlas_pos = pos_atlas_pos_norm_ao.y;
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// Expand the model vertex position bits into float values
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// Expand the model vertex position bits into float values
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vec3 v_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu, 0xFFu, 0x0FFFu)) - ivec3(VERT_EXTRA_NEG_XY, VERT_EXTRA_NEG_XY, VERT_EXTRA_NEG_Z));
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// TODO: Use this instead, see [https://gitlab.com/veloren/veloren/-/merge_requests/3091]
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//vec3 v_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu, 0xFFu, 0x0FFFu)) - ivec3(VERT_EXTRA_NEG_XY, VERT_EXTRA_NEG_XY, VERT_EXTRA_NEG_Z));
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vec3 v_pos = vec3(
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float(v_pos_norm & 0xFFu) - VERT_EXTRA_NEG_XY,
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float((v_pos_norm >> 8) & 0xFFu) - VERT_EXTRA_NEG_XY,
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float((v_pos_norm >> 16) & 0x0FFFu) - VERT_EXTRA_NEG_Z
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);
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// Position of the sprite block in the chunk
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// Position of the sprite block in the chunk
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// Used for highlighting the selected sprite, and for opening doors
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// Used for highlighting the selected sprite, and for opening doors
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@ -188,7 +194,14 @@ void main() {
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// Shader@0x000001AABD89BEE0(112,43-53): error X4576: Input array signature parameter cannot be indexed dynamically.
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// Shader@0x000001AABD89BEE0(112,43-53): error X4576: Input array signature parameter cannot be indexed dynamically.
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//vec3 norm = (inst_mat[(v_pos_norm >> 30u) & 3u].xyz);
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//vec3 norm = (inst_mat[(v_pos_norm >> 30u) & 3u].xyz);
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uint index = v_pos_norm >> 30u & 3u;
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uint index = v_pos_norm >> 30u & 3u;
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vec3 norm = (inst_mat[index].xyz);
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vec3 norm;
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if (index == 0) {
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norm = (inst_mat[0].xyz);
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} else if (index == 1) {
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norm = (inst_mat[1].xyz);
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} else {
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norm = (inst_mat[2].xyz);
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}
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f_norm = normalize(mix(-norm, norm, v_pos_norm >> 29u & 1u));
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f_norm = normalize(mix(-norm, norm, v_pos_norm >> 29u & 1u));
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@ -71,7 +71,9 @@ const float EXTRA_NEG_Z = 32768.0;
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void main() {
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void main() {
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// over it (if this vertex to see if it intersects.
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// over it (if this vertex to see if it intersects.
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vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
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// TODO: Use the following, see [https://gitlab.com/veloren/veloren/-/merge_requests/3091]
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//vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
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vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
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f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz;
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f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz;
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