i did a little memory optimisation (19GB of VRAM -> 2.6GB of VRAM), lost some FPS in vertex rendering as a result but i'll figure it out
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21 changed files with 766 additions and 592 deletions
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@ -7,6 +7,7 @@ const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
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const int VOXEL_COUNT = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
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const uint FLOATS_PER_VERTEX = 14u;
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const uint INTEGERS_PER_VERTEX = 1u;
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const uint VERTICES_PER_FACE = 4u;
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const uint INDICES_PER_FACE = 6u;
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@ -89,13 +90,12 @@ void emitFace(ivec3 voxelPos, int faceIndex) {
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return;
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}
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vec3 p = vec3(chunkPos * CHUNK_SIZE + voxelPos);
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vec3 p = vec3(voxelPos);
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vec3 normal;
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vec3 tangent;
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vec3 bitangent;
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vec3 v0;
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vec3 v1;
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vec3 v2;
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