Fully works
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@@ -60,8 +60,9 @@ void main() {
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vec3 corner = innerPos * (1<<lodLevel) + lodCorner;
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vec2 faceOffset = getFaceSizeOffset(faceData, cornerIdx);
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vec2 quadSize = vec2(extractSize(quad) * ivec2((cornerIdx>>1)&1, cornerIdx&1));
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vec2 size = (quadSize + faceOffset) * (1<<lodLevel);
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ivec2 quadSize = extractSize(quad);
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vec2 respectiveQuadSize = vec2(quadSize * ivec2((cornerIdx>>1)&1, cornerIdx&1));
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vec2 size = (respectiveQuadSize + faceOffset) * (1<<lodLevel);
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vec3 offset = vec3(size, (float(face&1) + getDepthOffset(faceData, face)) * (1<<lodLevel));
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@@ -84,10 +85,13 @@ void main() {
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//TODO: make the face orientated by 2x3 so that division is not a integer div and modulo isnt needed
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// as these are very slow ops
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baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
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uv = quadSize + faceOffset;//Add in the face offset for 0,0 uv
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uv = respectiveQuadSize + faceOffset;//Add in the face offset for 0,0 uv
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discardAlpha = faceHasAlphaCuttout(faceData);
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//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
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discardAlpha |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
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//Compute lighting
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colourTinting = getLighting(extractLightId(quad));
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