voxel texture mapping
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4565188f15
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7 changed files with 165 additions and 77 deletions
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Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 5.2 KiB |
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@ -52,14 +52,68 @@ uint getVoxel(ivec3 pos) {
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return voxels[flatten(pos)];
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}
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uint hash21(uvec2 p) {
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p = p * 1664525u + 1013904223u;
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p.x += p.y * 1664525u;
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p.y += p.x * 1664525u;
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return p.x ^ (p.x >> 16);
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}
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uint packFace(uvec3 voxelPos, uint faceIndex, uint materialId, uint ao) {
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return (voxelPos.x & 0x1Fu) |
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((voxelPos.y & 0x1Fu) << 5u) |
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((voxelPos.z & 0x1Fu) << 10u) |
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((faceIndex & 0x7u) << 15u) |
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((materialId & 0xFFu) << 18u) |
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((ao & 0x3u) << 26u);
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uint random_1_to_3(vec2 uv, uint customSeed) {
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uvec2 p = uvec2(floatBitsToUint(uv.x), floatBitsToUint(uv.y));
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p.x ^= customSeed;
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uint randInt = hash21(p);
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return (randInt % 3u) + 1u;
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}
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uint packFace(uvec3 voxelPos, uint faceIndex, uint materialId) {
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uint randomFaceValue = random_1_to_3(vec2(voxelPos.x, voxelPos.z),faceOffset);
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uint textureIndexX = 0u;
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uint textureIndexY = 0u;
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if(materialId == 1u){
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if(faceIndex == 0u){
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textureIndexX = 0u;
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textureIndexY = randomFaceValue;
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} else if(faceIndex == 1u){
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textureIndexX = 1u;
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textureIndexY = 0u;
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}
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else{
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textureIndexX = 0u;
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textureIndexY = 0u;
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}
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} else if(materialId == 2u){
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textureIndexX = 1u;
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textureIndexY = 0u;
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}else if(materialId == 3u){
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textureIndexX = 1u;
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textureIndexY = 0u;
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}else if(materialId == 4u){
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textureIndexX = 1u;
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textureIndexY = randomFaceValue;
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}else if(materialId == 5u){
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textureIndexX = 2u;
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textureIndexY = 3u;
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}else if(materialId == 5u){
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if (faceIndex == 0u || faceIndex == 1u){
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textureIndexX = 2u;
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textureIndexY = 1u;
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} else{
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textureIndexX = 2u;
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textureIndexY = 2u;
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}
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}else if(materialId == 6u){
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textureIndexX = 2u;
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textureIndexY = 0u;
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}
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return (voxelPos.x & 0x1Fu) |
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((voxelPos.y & 0x1Fu) << 5u) |
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((voxelPos.z & 0x1Fu) << 10u) |
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((faceIndex & 0x7u) << 15u) |
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((materialId & 0xFFu) << 18u) |
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((textureIndexX & 0x7u) << 26u) |
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((textureIndexY & 0x7u) << 29u);
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}
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void emitFace(ivec3 voxelPos, uint faceIndex, uint voxelType) {
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@ -69,7 +123,7 @@ void emitFace(ivec3 voxelPos, uint faceIndex, uint voxelType) {
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return;
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}
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faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxelType, 0u);
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faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxelType);
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atomicAdd(drawCmds[indirectCommandIndex].vertexCount, VERTICES_PER_FACE);
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}
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@ -87,10 +141,16 @@ void main() {
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return;
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}
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if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u) emitFace(pos, 0u, current);
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if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u) emitFace(pos, 1u, current);
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if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u) emitFace(pos, 2u, current);
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if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u) emitFace(pos, 3u, current);
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if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u) emitFace(pos, 4u, current);
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if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u) emitFace(pos, 5u, current);
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if (current == 4u) {
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emitFace(pos, 6u, current);
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emitFace(pos, 7u, current);
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return;
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}
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if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u || getVoxel(pos + ivec3( 0, 1, 0)) == 4u) emitFace(pos, 0u, current);
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if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u || getVoxel(pos + ivec3( 0, -1, 0)) == 4u) emitFace(pos, 1u, current);
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if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u || getVoxel(pos + ivec3( 1, 0, 0)) == 4u) emitFace(pos, 2u, current);
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if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u || getVoxel(pos + ivec3( -1, 0, 0)) == 4u) emitFace(pos, 3u, current);
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if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u|| getVoxel(pos + ivec3( 0, 0, 1)) == 4u) emitFace(pos, 4u, current);
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if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u || getVoxel(pos + ivec3( 0, 0, -1)) == 4u) emitFace(pos, 5u, current);
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}
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@ -101,7 +101,6 @@ bool isCave(vec3 worldPos) {
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void main() {
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ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
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ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
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float YZone = floor(worldPos.y/150.0)*150.0;
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float islandheight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 20 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 - 15 + YZone;
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float height = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.01) * 10 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 + YZone;
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@ -109,6 +108,7 @@ void main() {
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float YZone2 = floor(worldPos.y/75.0)*75.0;
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float islandheight2 = valueNoise(vec2(worldPos.x - YZone2 * 2, worldPos.z -YZone2 * 2) * 0.005) * 60 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 20 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 10+ valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 - 5 + YZone2;
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float height2 = valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.005) * 50 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.01) * 10 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 + YZone2;
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float grassNoise = valueNoise(vec2(worldPos.z + YZone * 2, worldPos.x + YZone * 2));
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//float height2 = valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.01) * 10 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 5+ valueNoise(vec2(-worldPos.x, -worldPos.z)) * 0.5 + 100;
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//float islandheight2 = 100 + valueNoise(vec2(-worldPos.z, -worldPos.x) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 5;
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@ -117,10 +117,12 @@ void main() {
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if (float(worldPos.y) <= height && float(worldPos.y) >= islandheight) {
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float depthBelowSurface = height - float(worldPos.y);
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if (depthBelowSurface < 1.5) {
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if (depthBelowSurface < 0.5) {
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if(grassNoise < 0.65) voxelType = 4u; // Grass foliage
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else voxelType = 0u;
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}else if (depthBelowSurface < 2.5) {
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voxelType = 1u; // Grass
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} else if (depthBelowSurface < 5.0) {
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} else if (depthBelowSurface < 6.0) {
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voxelType = 2u; // Dirt(also stone rn)
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} else {
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voxelType = 3u; // Stone
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@ -129,10 +131,13 @@ void main() {
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else if (float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2) {
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float depthBelowSurface = height2 - float(worldPos.y);
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if (depthBelowSurface < 1.5) {
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voxelType = 1u; // Grass/topsoil
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} else if (depthBelowSurface < 5.0) {
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voxelType = 2u; // Dirt
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if (depthBelowSurface < 0.5) {
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if(grassNoise < 0.65) voxelType = 4u; // Grass foliage
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else voxelType = 0u;
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}else if (depthBelowSurface < 1.5) {
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voxelType = 1u; // Grass
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} else if (depthBelowSurface < 6.0) {
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voxelType = 2u; // Dirt(also stone rn)
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} else {
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voxelType = 3u; // Stone
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}
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@ -23,47 +23,67 @@ layout(push_constant) uniform pc {
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const uint TRI_TO_CORNER[6] = uint[6](0u, 1u, 2u, 0u, 2u, 3u);
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const vec3 NORMALS[6] = vec3[6](
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vec3( 0.0, 1.0, 0.0),
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vec3( 0.0, -1.0, 0.0),
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vec3( 1.0, 0.0, 0.0),
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vec3(-1.0, 0.0, 0.0),
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vec3( 0.0, 0.0, 1.0),
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vec3( 0.0, 0.0, -1.0)
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const vec3 NORMALS[8] = vec3[8](
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vec3( 0.0, 1.0, 0.0), // Face 0 (+Y)
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vec3( 0.0, -1.0, 0.0), // Face 1 (-Y)
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vec3( 1.0, 0.0, 0.0), // Face 2 (+X)
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vec3(-1.0, 0.0, 0.0), // Face 3 (-X)
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vec3( 0.0, 0.0, 1.0), // Face 4 (+Z)
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vec3( 0.0, 0.0, -1.0), // Face 5 (-Z)
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vec3(-0.7071, 0.0, 0.7071), // Face 6
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vec3( 0.7071, 0.0, 0.7071) // Face 7
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);
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const vec3 TANGENTS[6] = vec3[6](
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vec3( 1.0, 0.0, 0.0),
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vec3( 1.0, 0.0, 0.0),
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vec3( 0.0, 0.0, -1.0),
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vec3( 0.0, 0.0, 1.0),
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vec3( 1.0, 0.0, 0.0),
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vec3(-1.0, 0.0, 0.0)
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const vec3 TANGENTS[8] = vec3[8](
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vec3( 1.0, 0.0, 0.0), // Face 0
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vec3( 1.0, 0.0, 0.0), // Face 1
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vec3( 0.0, 0.0, -1.0), // Face 2
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vec3( 0.0, 0.0, 1.0), // Face 3
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vec3( 1.0, 0.0, 0.0), // Face 4
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vec3(-1.0, 0.0, 0.0), // Face 5
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vec3( 0.7071, 0.0, 0.7071), // Face 6
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vec3( 0.7071, 0.0,-0.7071) // Face 7
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);
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const vec3 BITANGENTS[6] = vec3[6](
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vec3( 0.0, 0.0, 1.0),
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vec3( 0.0, 0.0, -1.0),
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vec3( 0.0, 1.0, 0.0),
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vec3( 0.0, 1.0, 0.0),
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vec3( 0.0, 1.0, 0.0),
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vec3( 0.0, 1.0, 0.0)
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const vec3 BITANGENTS[8] = vec3[8](
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vec3( 0.0, 0.0, 1.0), // Face 0
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vec3( 0.0, 0.0, -1.0), // Face 1
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vec3( 0.0, 1.0, 0.0), // Face 2
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vec3( 0.0, 1.0, 0.0), // Face 3
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vec3( 0.0, 1.0, 0.0), // Face 4
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vec3( 0.0, 1.0, 0.0), // Face 5
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vec3( 0.0, 1.0, 0.0), // Face 6
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vec3( 0.0, 1.0, 0.0) // Face 7
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);
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const vec2 CORNER_UVS[16] = vec2[16](
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vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0),
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vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5),
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vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0),
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vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)
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const vec2 CORNER_UVS[5][4] = vec2[5][4](
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vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
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vec2[4](vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5)),
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vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
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vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.5), vec2(0.5, 0.5), vec2(0.5, 1.0))
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);
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const vec2 CORNER_UVS_GRASS_BLOCK[8][4] = vec2[8][4](
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vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
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vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
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vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0))
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);
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const vec3 FACE_CORNERS[6][4] = vec3[6][4](
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const vec3 FACE_CORNERS[8][4] = vec3[8][4](
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vec3[4](vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)), // Face 0 (+Y)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), // Face 1 (-Y)
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vec3[4](vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 2 (+X)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0)), // Face 3 (-X)
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vec3[4](vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), // Face 4 (+Z)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 5 (-Z)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)), // Face 5 (-Z)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 6 (cross model pane 1)
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vec3[4](vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 7 (cross model pane 2)
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);
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void main() {
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@ -84,9 +104,14 @@ void main() {
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uint voxelZ = (packedFace >> 10u) & 0x1Fu;
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uint faceId = (packedFace >> 15u) & 0x7u;
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uint matId = (packedFace >> 18u) & 0xFFu;
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uint texIdxX = (packedFace >> 26u) & 0x7u;
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uint texIdxY = (packedFace >> 29u) & 0x7u;
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faceId = min(faceId, 5u);
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matId = min(matId, 3u);
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vec2 texID = vec2((texIdxX)/4.0,(texIdxY)/4.0);
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vec2 scalar = vec2(1.0/4.0,1.0/4.0);
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faceId = min(faceId, 7u);
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matId = min(matId, 4u);
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vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
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vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
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@ -99,5 +124,5 @@ void main() {
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outNormal = NORMALS[faceId];
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outTangent = TANGENTS[faceId];
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outBitangent = BITANGENTS[faceId];
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outTextCoords = CORNER_UVS[cornerIndex + (matId << 2u)];
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outTextCoords = CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex] * scalar + texID;
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||||
}
|
||||
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Add table
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Reference in a new issue