what if minecraft ran on the GPU exclusively? glad you asked! because now it can

This commit is contained in:
Halbear 2026-09-15 20:49:24 +01:00
parent fa7bf893e7
commit bf9af81f38
41 changed files with 2433 additions and 34 deletions

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#version 460
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
const int CHUNK_SIZE = 16;
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
const int VOXEL_COUNT = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
const uint FLOATS_PER_VERTEX = 14u;
const uint VERTICES_PER_FACE = 4u;
const uint INDICES_PER_FACE = 6u;
const uint MAX_VISIBLE_FACES_PER_CHUNK = uint(CHUNK_SIZE * CHUNK_SIZE * 12);
const uint MAX_VERTICES = MAX_VISIBLE_FACES_PER_CHUNK * VERTICES_PER_FACE;
const uint MAX_INDICES = MAX_VISIBLE_FACES_PER_CHUNK * INDICES_PER_FACE;
layout(std430, binding = 0) readonly buffer VoxelData {
uint voxels[];
};
layout(std430, binding = 1) buffer VertexBuffer {
float vertices[];
};
layout(std430, binding = 2) buffer IndexBuffer {
uint indices[];
};
layout(std430, binding = 3) buffer DrawCommand {
uint indexCount;
uint instanceCount;
uint firstIndex;
int vertexOffset;
uint firstInstance;
} drawCmd;
layout(std430, binding = 4) buffer Counters {
uint vertexCount;
uint indexCount;
} counters;
layout(push_constant) uniform ChunkInfo {
ivec3 chunkPos;
int padding0;
};
uint flatten(ivec3 pos) {
return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
}
uint getVoxel(ivec3 pos) {
if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0;
if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0;
if (pos.z < 0 || pos.z >= CHUNK_SIZE) return 0;
return voxels[flatten(pos)];
}
void writeVertex(uint vertexIndex,vec3 position,vec3 normal,
vec3 tangent,vec3 bitangent,vec2 uv) {
uint base = vertexIndex * FLOATS_PER_VERTEX;
vertices[base + 0u] = position.x;
vertices[base + 1u] = position.y;
vertices[base + 2u] = position.z;
vertices[base + 3u] = normal.x;
vertices[base + 4u] = normal.y;
vertices[base + 5u] = normal.z;
vertices[base + 6u] = tangent.x;
vertices[base + 7u] = tangent.y;
vertices[base + 8u] = tangent.z;
vertices[base + 9u] = bitangent.x;
vertices[base + 10u] = bitangent.y;
vertices[base + 11u] = bitangent.z;
vertices[base + 12u] = uv.x;
vertices[base + 13u] = uv.y;
}
void emitFace(ivec3 voxelPos, int faceIndex) {
uint baseVertex = atomicAdd(counters.vertexCount, VERTICES_PER_FACE);
uint baseIndex = atomicAdd(counters.indexCount, INDICES_PER_FACE);
if (baseVertex + VERTICES_PER_FACE > MAX_VERTICES ||
baseIndex + INDICES_PER_FACE > MAX_INDICES) {
return;
}
vec3 p = vec3(chunkPos * CHUNK_SIZE + voxelPos);
vec3 normal;
vec3 tangent;
vec3 bitangent;
vec3 v0;
vec3 v1;
vec3 v2;
vec3 v3;
vec2 uv0;
vec2 uv1;
vec2 uv2;
vec2 uv3;
if (faceIndex == 0) {
// Top +Y
normal = vec3(0.0, 1.0, 0.0);
tangent = vec3(1.0, 0.0, 0.0);
bitangent = vec3(0.0, 0.0, 1.0);
v0 = p + vec3(0.0, 1.0, 0.0);
v1 = p + vec3(0.0, 1.0, 1.0);
v2 = p + vec3(1.0, 1.0, 1.0);
v3 = p + vec3(1.0, 1.0, 0.0);
uv0 = vec2(0.0, 0.5);
uv1 = vec2(0.0, 1.0);
uv2 = vec2(0.5, 1.0);
uv3 = vec2(0.5, 0.5);
} else if (faceIndex == 1) {
// Bottom -Y
normal = vec3(0.0, -1.0, 0.0);
tangent = vec3(1.0, 0.0, 0.0);
bitangent = vec3(0.0, 0.0, -1.0);
v0 = p + vec3(0.0, 0.0, 0.0);
v1 = p + vec3(1.0, 0.0, 0.0);
v2 = p + vec3(1.0, 0.0, 1.0);
v3 = p + vec3(0.0, 0.0, 1.0);
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
} else if (faceIndex == 2) {
// Right +X
normal = vec3(1.0, 0.0, 0.0);
tangent = vec3(0.0, 0.0, -1.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(1.0, 0.0, 0.0);
v1 = p + vec3(1.0, 1.0, 0.0);
v2 = p + vec3(1.0, 1.0, 1.0);
v3 = p + vec3(1.0, 0.0, 1.0);
uv0 = vec2(0.0, 0.0);
uv3 = vec2(0.0, 0.5);
uv2 = vec2(0.5, 0.5);
uv1 = vec2(0.5, 0.0);
} else if (faceIndex == 3) {
// Left -X
normal = vec3(-1.0, 0.0, 0.0);
tangent = vec3(0.0, 0.0, 1.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(0.0, 0.0, 0.0);
v1 = p + vec3(0.0, 0.0, 1.0);
v2 = p + vec3(0.0, 1.0, 1.0);
v3 = p + vec3(0.0, 1.0, 0.0);
uv0 = vec2(0.0, 0.0);
uv1 = vec2(0.0, 0.5);
uv2 = vec2(0.5, 0.5);
uv3 = vec2(0.5, 0.0);
} else if (faceIndex == 4) {
// Front +Z
normal = vec3(0.0, 0.0, 1.0);
tangent = vec3(1.0, 0.0, 0.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(0.0, 0.0, 1.0);
v1 = p + vec3(1.0, 0.0, 1.0);
v2 = p + vec3(1.0, 1.0, 1.0);
v3 = p + vec3(0.0, 1.0, 1.0);
uv0 = vec2(0.0, 0.0);
uv1 = vec2(0.0, 0.5);
uv2 = vec2(0.5, 0.5);
uv3 = vec2(0.5, 0.0);
} else {
// Back -Z
normal = vec3(0.0, 0.0, -1.0);
tangent = vec3(-1.0, 0.0, 0.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(0.0, 0.0, 0.0);
v1 = p + vec3(0.0, 1.0, 0.0);
v2 = p + vec3(1.0, 1.0, 0.0);
v3 = p + vec3(1.0, 0.0, 0.0);
uv0 = vec2(0.0, 0.0);
uv1 = vec2(0.0, 0.5);
uv2 = vec2(0.5, 0.5);
uv3 = vec2(0.5, 0.0);
}
writeVertex(baseVertex + 0u, v0, normal, tangent, bitangent, uv0);
writeVertex(baseVertex + 1u, v1, normal, tangent, bitangent, uv1);
writeVertex(baseVertex + 2u, v2, normal, tangent, bitangent, uv2);
writeVertex(baseVertex + 3u, v3, normal, tangent, bitangent, uv3);
indices[baseIndex + 0u] = baseVertex + 0u;
indices[baseIndex + 1u] = baseVertex + 1u;
indices[baseIndex + 2u] = baseVertex + 2u;
indices[baseIndex + 3u] = baseVertex + 0u;
indices[baseIndex + 4u] = baseVertex + 2u;
indices[baseIndex + 5u] = baseVertex + 3u;
atomicAdd(drawCmd.indexCount, INDICES_PER_FACE);
}
void main() {
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
if (pos.x >= CHUNK_SIZE || pos.y >= CHUNK_SIZE || pos.z >= CHUNK_SIZE) {
return;
}
uint current = getVoxel(pos);
if (current == 0u) {
return;
}
if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u) emitFace(pos, 0);
if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u) emitFace(pos, 1);
if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u) emitFace(pos, 2);
if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u) emitFace(pos, 3);
if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u) emitFace(pos, 4);
if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u) emitFace(pos, 5);
}

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#version 460
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
const int CHUNK_SIZE = 16;
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
const int VOXEL_COUNT = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
const uint FLOATS_PER_VERTEX = 14u;
const uint VERTICES_PER_FACE = 4u;
const uint INDICES_PER_FACE = 6u;
const uint MAX_VISIBLE_FACES_PER_CHUNK = uint(CHUNK_SIZE * CHUNK_SIZE * 12);
const uint MAX_VERTICES = MAX_VISIBLE_FACES_PER_CHUNK * VERTICES_PER_FACE;
const uint MAX_INDICES = MAX_VISIBLE_FACES_PER_CHUNK * INDICES_PER_FACE;
layout(std430, binding = 0) readonly buffer VoxelData {
uint voxels[];
};
layout(std430, binding = 1) buffer VertexBuffer {
float vertices[];
};
layout(std430, binding = 2) buffer IndexBuffer {
uint indices[];
};
struct DrawCommand {
uint indexCount;
uint instanceCount;
uint firstIndex;
int vertexOffset;
uint firstInstance;
};
layout(std430, binding = 3) buffer DrawCommands {
DrawCommand drawCmds[];
};
layout(push_constant) uniform ChunkInfo {
ivec3 chunkPos;
int slot;
uint vertexFloatOffset;
uint indexOffset;
uint indirectCommandIndex;
uint padding0;
};
layout(std430, binding = 4) buffer Counters {
uint vertexCount;
uint indexCount;
} counters;
uint flatten(ivec3 pos) {
return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
}
uint getVoxel(ivec3 pos) {
if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0;
if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0;
if (pos.z < 0 || pos.z >= CHUNK_SIZE) return 0;
return voxels[flatten(pos)];
}
void writeVertex(uint vertexIndex, vec3 position, vec3 normal, vec3 tangent, vec3 bitangent, vec2 uv) {
uint base = vertexFloatOffset + vertexIndex * FLOATS_PER_VERTEX;
vertices[base + 0u] = position.x;
vertices[base + 1u] = position.y;
vertices[base + 2u] = position.z;
vertices[base + 3u] = normal.x;
vertices[base + 4u] = normal.y;
vertices[base + 5u] = normal.z;
vertices[base + 6u] = tangent.x;
vertices[base + 7u] = tangent.y;
vertices[base + 8u] = tangent.z;
vertices[base + 9u] = bitangent.x;
vertices[base + 10u] = bitangent.y;
vertices[base + 11u] = bitangent.z;
vertices[base + 12u] = uv.x;
vertices[base + 13u] = uv.y;
}
void emitFace(ivec3 voxelPos, int faceIndex, uint VoxelType) {
uint localBaseVertex = atomicAdd(counters.vertexCount, VERTICES_PER_FACE);
uint localBaseIndex = atomicAdd(counters.indexCount, INDICES_PER_FACE);
if (localBaseVertex + VERTICES_PER_FACE > MAX_VERTICES ||
localBaseIndex + INDICES_PER_FACE > MAX_INDICES) {
return;
}
uint baseVertex = localBaseVertex;
uint baseIndex = indexOffset + localBaseIndex;
vec3 p = vec3(chunkPos * CHUNK_SIZE + voxelPos);
vec3 normal;
vec3 tangent;
vec3 bitangent;
vec3 v0;
vec3 v1;
vec3 v2;
vec3 v3;
vec2 uv0;
vec2 uv1;
vec2 uv2;
vec2 uv3;
if (faceIndex == 0) {
// Top +Y
normal = vec3(0.0, 1.0, 0.0);
tangent = vec3(1.0, 0.0, 0.0);
bitangent = vec3(0.0, 0.0, 1.0);
v0 = p + vec3(0.0, 1.0, 0.0);
v1 = p + vec3(0.0, 1.0, 1.0);
v2 = p + vec3(1.0, 1.0, 1.0);
v3 = p + vec3(1.0, 1.0, 0.0);
if(VoxelType == 1) {
uv0 = vec2(0.0, 0.5);
uv1 = vec2(0.0, 1.0);
uv2 = vec2(0.5, 1.0);
uv3 = vec2(0.5, 0.5);
} else{
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
}
} else if (faceIndex == 1) {
// Bottom -Y
normal = vec3(0.0, -1.0, 0.0);
tangent = vec3(1.0, 0.0, 0.0);
bitangent = vec3(0.0, 0.0, -1.0);
v0 = p + vec3(0.0, 0.0, 0.0);
v1 = p + vec3(1.0, 0.0, 0.0);
v2 = p + vec3(1.0, 0.0, 1.0);
v3 = p + vec3(0.0, 0.0, 1.0);
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
} else if (faceIndex == 2) {
// Right +X
normal = vec3(1.0, 0.0, 0.0);
tangent = vec3(0.0, 0.0, -1.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(1.0, 0.0, 0.0);
v1 = p + vec3(1.0, 1.0, 0.0);
v2 = p + vec3(1.0, 1.0, 1.0);
v3 = p + vec3(1.0, 0.0, 1.0);
if(VoxelType == 1) {
uv2 = vec2(0.0, 0.0);
uv3 = vec2(0.0, 0.5);
uv0 = vec2(0.5, 0.5);
uv1 = vec2(0.5, 0.0);
} else{
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
}
} else if (faceIndex == 3) {
// Left -X
normal = vec3(-1.0, 0.0, 0.0);
tangent = vec3(0.0, 0.0, 1.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(0.0, 0.0, 0.0);
v1 = p + vec3(0.0, 0.0, 1.0);
v2 = p + vec3(0.0, 1.0, 1.0);
v3 = p + vec3(0.0, 1.0, 0.0);
if(VoxelType == 1) {
uv3 = vec2(0.0, 0.0);
uv0 = vec2(0.0, 0.5);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(0.5, 0.0);
} else{
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
}
} else if (faceIndex == 4) {
// Front +Z
normal = vec3(0.0, 0.0, 1.0);
tangent = vec3(1.0, 0.0, 0.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(0.0, 0.0, 1.0);
v1 = p + vec3(1.0, 0.0, 1.0);
v2 = p + vec3(1.0, 1.0, 1.0);
v3 = p + vec3(0.0, 1.0, 1.0);
if(VoxelType == 1) {
uv3 = vec2(0.0, 0.0);
uv0 = vec2(0.0, 0.5);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(0.5, 0.0);
} else{
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
}
} else {
// Back -Z
normal = vec3(0.0, 0.0, -1.0);
tangent = vec3(-1.0, 0.0, 0.0);
bitangent = vec3(0.0, 1.0, 0.0);
v0 = p + vec3(0.0, 0.0, 0.0);
v1 = p + vec3(0.0, 1.0, 0.0);
v2 = p + vec3(1.0, 1.0, 0.0);
v3 = p + vec3(1.0, 0.0, 0.0);
if(VoxelType == 1) {
uv2 = vec2(0.0, 0.0);
uv3 = vec2(0.0, 0.5);
uv0 = vec2(0.5, 0.5);
uv1 = vec2(0.5, 0.0);
} else{
uv0 = vec2(0.5, 0.0);
uv1 = vec2(0.5, 0.5);
uv2 = vec2(1.0, 0.5);
uv3 = vec2(1.0, 0.0);
}
}
writeVertex(baseVertex + 0u, v0, normal, tangent, bitangent, uv0);
writeVertex(baseVertex + 1u, v1, normal, tangent, bitangent, uv1);
writeVertex(baseVertex + 2u, v2, normal, tangent, bitangent, uv2);
writeVertex(baseVertex + 3u, v3, normal, tangent, bitangent, uv3);
indices[baseIndex + 0u] = baseVertex + 0u;
indices[baseIndex + 1u] = baseVertex + 1u;
indices[baseIndex + 2u] = baseVertex + 2u;
indices[baseIndex + 3u] = baseVertex + 0u;
indices[baseIndex + 4u] = baseVertex + 2u;
indices[baseIndex + 5u] = baseVertex + 3u;
atomicAdd(drawCmds[indirectCommandIndex].indexCount, INDICES_PER_FACE);
}
void main() {
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
if (pos.x >= CHUNK_SIZE || pos.y >= CHUNK_SIZE || pos.z >= CHUNK_SIZE) {
return;
}
uint current = getVoxel(pos);
if (current == 0u) {
return;
}
if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u) emitFace(pos, 0,current);
if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u) emitFace(pos, 1,current);
if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u) emitFace(pos, 2,current);
if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u) emitFace(pos, 3,current);
if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u) emitFace(pos, 4,current);
if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u) emitFace(pos, 5,current);
}

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#version 460
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(std430, binding = 0) buffer DrawCommand {
uint indexCount;
uint instanceCount;
uint firstIndex;
int vertexOffset;
uint firstInstance;
} drawCmd;
layout(std430, binding = 1) buffer Counters {
uint vertexCount;
uint indexCount;
} counters;
void main() {
drawCmd.indexCount = 0u;
drawCmd.instanceCount = 1u;
drawCmd.firstIndex = 0u;
drawCmd.vertexOffset = 0;
drawCmd.firstInstance = 0u;
counters.vertexCount = 0u;
counters.indexCount = 0u;
}

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#version 460
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
const uint FLOATS_PER_VERTEX = 14u;
struct DrawCommand {
uint indexCount;
uint instanceCount;
uint firstIndex;
int vertexOffset;
uint firstInstance;
};
layout(std430, binding = 0) buffer DrawCommands {
DrawCommand drawCmds[];
};
layout(std430, binding = 1) buffer Counters {
uint vertexCount;
uint indexCount;
} counters;
layout(push_constant) uniform ChunkInfo {
ivec3 chunkPos;
int slot;
uint vertexFloatOffset;
uint indexOffset;
uint indirectCommandIndex;
uint padding0;
};
void main() {
drawCmds[indirectCommandIndex].indexCount = 0u;
drawCmds[indirectCommandIndex].instanceCount = 1u;
drawCmds[indirectCommandIndex].firstIndex = indexOffset;
drawCmds[indirectCommandIndex].vertexOffset = int(vertexFloatOffset / FLOATS_PER_VERTEX);
drawCmds[indirectCommandIndex].firstInstance = 0u;
counters.vertexCount = 0u;
counters.indexCount = 0u;
}

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#version 460
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
const int CHUNK_SIZE = 16;
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
// A 1D storage buffer representing a flat 3D array of voxel IDs
layout(std430, binding = 0) buffer VoxelData {
uint voxels[];
};
layout(push_constant) uniform ChunkOffset {
ivec3 chunkPos;
int padding0;
};
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com
vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float simplex_noise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod(i, 289.0);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
// Returns a value scaled exactly between -1.0 and 1.0
return 42.0 * dot(m * m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
float noise2D(vec2 p) {
return simplex_noise(vec3(p.x, p.y, 0.0));
}
float fbm(vec2 p, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
float amplitudeSum = 0.0;
for (int i = 0; i < octaves; i++) {
value += noise2D(p * frequency) * amplitude;
amplitudeSum += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return value / amplitudeSum;
}
float ridgedFbm(vec2 p, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
float amplitudeSum = 0.0;
for (int i = 0; i < octaves; i++) {
float n = noise2D(p * frequency);
n = 1.0 - abs(n);
n = n * n;
value += n * amplitude;
amplitudeSum += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return value / amplitudeSum;
}
vec2 domainWarp(vec2 p) {
float wx = fbm(p + vec2(17.31, 91.73), 3, 2.0, 0.5);
float wz = fbm(p + vec2(43.17, 12.89), 3, 2.0, 0.5);
return p + vec2(wx, wz) * 35.0;
}
float terrainHeight(vec2 worldXZ) {
vec2 p = worldXZ;
vec2 warped = domainWarp(p * 0.006);
float continent = fbm(warped * 0.45, 5, 2.0, 0.5);
continent = continent * 0.5 + 0.5;
float hills = fbm(p * 0.025, 5, 2.0, 0.48);
float detail = fbm(p * 0.09, 3, 2.1, 0.45);
float mountainMask = smoothstep(0.52, 0.82, continent);
float mountains = ridgedFbm(warped * 1.15, 5, 2.0, 0.52);
float height = 18.0;
height += continent * 28.0;
height += hills * 14.0;
height += detail * 3.0;
height += mountainMask * mountains * 55.0;
return height;
}
void main() {
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
if (localPos.x >= CHUNK_SIZE || localPos.y >= CHUNK_SIZE || localPos.z >= CHUNK_SIZE) {
return;
}
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
float height = terrainHeight(vec2(worldPos.x,worldPos.z) * 0.02) * 0.0015 + 10 ;
uint voxelType = 0u;
if (float(worldPos.y) <= height) {
float depthBelowSurface = height - float(worldPos.y);
if (depthBelowSurface < 1.5) {
voxelType = 1u; // Grass/topsoil
} else if (depthBelowSurface < 5.0) {
voxelType = 2u; // Dirt
} else {
voxelType = 3u; // Stone
}
}
uint index = uint((localPos.x * CHUNK_AREA) + (localPos.y * CHUNK_SIZE) + localPos.z);
voxels[index] = voxelType;
}

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@ -0,0 +1,260 @@
#version 460
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
const int CHUNK_SIZE = 16;
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
// A 1D storage buffer representing a flat 3D array of voxel IDs
layout(std430, binding = 0) buffer VoxelData {
uint voxels[];
};
layout(push_constant) uniform ChunkOffset {
ivec3 chunkPos;
int slot;
uint vertexFloatOffset;
uint indexOffset;
uint indirectCommandIndex;
uint padding0;
};
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com
vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float simplex_noise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod(i, 289.0);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
// Returns a value scaled exactly between -1.0 and 1.0
return 42.0 * dot(m * m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
float noise2D(vec2 p) {
return simplex_noise(vec3(p.x, p.y, 0.0));
}
float fbm(vec2 p, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
float amplitudeSum = 0.0;
for (int i = 0; i < octaves; i++) {
value += noise2D(p * frequency) * amplitude;
amplitudeSum += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return value / amplitudeSum;
}
float ridgedFbm(vec2 p, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
float amplitudeSum = 0.0;
for (int i = 0; i < octaves; i++) {
float n = noise2D(p * frequency);
n = 1.0 - abs(n);
n = n * n;
value += n * amplitude;
amplitudeSum += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return value / amplitudeSum;
}
vec2 domainWarp(vec2 p) {
float wx = fbm(p + vec2(17.31, 91.73), 3, 2.0, 0.5);
float wz = fbm(p + vec2(43.17, 12.89), 3, 2.0, 0.5);
return p + vec2(wx, wz) * 35.0;
}
float terrainHeight(vec2 worldXZ) {
vec2 p = worldXZ;
vec2 warped = domainWarp(p * 0.004);
float broad = fbm(warped * 0.45, 5, 2.0, 0.5);
broad = broad * 0.5 + 0.5;
float hills = fbm(p * 0.025, 4, 2.0, 0.48);
float detail = fbm(p * 0.085, 2, 2.0, 0.4);
float height = 8.0;
height += broad * 12.0;
height += hills * 6.0;
height += detail * 2.0;
return clamp(height, 4.0, 28.0);
}
float rand(vec2 co) {
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float fbm3D(vec3 p, int octaves, float lacunarity, float gain) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
float amplitudeSum = 0.0;
for (int i = 0; i < octaves; i++) {
value += simplex_noise(p * frequency) * amplitude;
amplitudeSum += amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return value / amplitudeSum;
}
float valueNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = rand(i);
float b = rand(i + vec2(1.0, 0.0));
float c = rand(i + vec2(0.0, 1.0));
float d = rand(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a) * u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
vec2 randG(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}
float perlinNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
float dotTopLeft = dot(randG(i + vec2(0.0, 0.0)), f - vec2(0.0, 0.0));
float dotTopRight = dot(randG(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
float dotBottomLeft = dot(randG(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
float dotBottomRight = dot(randG(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
return mix(mix(dotTopLeft, dotTopRight, u.x),
mix(dotBottomLeft, dotBottomRight, u.x), u.y);
}
void main() {
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
float height = 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;
//height = clamp(height, 4.0, 28.0);
uint voxelType = 0u;
if (float(worldPos.y) <= height && float(floor(worldPos.y/CHUNK_SIZE) * CHUNK_SIZE + CHUNK_SIZE * 2) >= height) {
float depthBelowSurface = height - float(worldPos.y);
if (depthBelowSurface < 1.5) {
voxelType = 1u; // Grass/topsoil
} else if (depthBelowSurface < 5.0) {
voxelType = 2u; // Dirt
} else {
voxelType = 3u; // Stone
}
}
// if (voxelType != 0u && worldPos.y < int(height) - 6) {
// float cave = fbm3D(vec3(worldPos) * 0.045, 4, 2.0, 0.5);
//
// if (cave > 0.42) {
// voxelType = 0u;
// }
// }
uint index = uint((localPos.x * CHUNK_AREA) + (localPos.y * CHUNK_SIZE) + localPos.z);
voxels[index] = voxelType;
}