Move more computation into frag shader
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@@ -12,8 +12,7 @@ layout(binding = 2) uniform sampler2D depthTex;
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// however they are not a full block
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layout(location = 0) in vec2 uv;
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layout(location = 1) in flat vec2 baseUV;
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layout(location = 2) in flat uvec4 interData;
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layout(location = 1) in flat uvec4 interData;
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#ifdef DEBUG_RENDER
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layout(location = 7) in flat uint quadDebug;
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@@ -24,26 +23,35 @@ vec4 uint2vec4RGBA(uint colour) {
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return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
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}
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//conditionalTinting.yzwx
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vec4 computeColour(vec4 colour) {
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//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
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if ((interData.x&(1u<<2)) != 0 && abs(colour.r-colour.g) < 0.02f && abs(colour.g-colour.b) < 0.02f) {
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colour *= uint2vec4RGBA(interData.w).yzwx;
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colour *= uint2vec4RGBA(interData.z).yzwx;
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}
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return (colour * uint2vec4RGBA(interData.y)) + uint2vec4RGBA(interData.z);
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return (colour * uint2vec4RGBA(interData.y)) + (float(interData.w&0xFFu)/255);
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}
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bool useMipmaps() {
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return ((interData.x>>1)&1u)==0u;
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}
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uint getFace() {
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return (interData.w>>8)&7u;
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}
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vec2 getBaseUV() {
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uint face = getFace();
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uint modelId = interData.x>>16;
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vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
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return modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
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}
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void main() {
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//Tile is the tile we are in
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vec2 tile;
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vec2 uv2 = modf(uv, tile)*(1.0/(vec2(3.0,2.0)*256.0));
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vec4 colour = vec4(1);
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vec2 texPos = uv2 + baseUV;
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vec4 colour;
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vec2 texPos = uv2 + getBaseUV();
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if (useMipmaps()) {
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vec2 uvSmol = uv*(1.0/(vec2(3.0,2.0)*256.0));
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vec2 dx = dFdx(uvSmol);//vec2(lDx, dDx);
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@@ -53,7 +61,7 @@ void main() {
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colour = texture(blockModelAtlas, texPos, -5.0);
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}
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if (any(notEqual(clamp(tile, vec2(0), vec2((interData.x>>16)&0xFFu, (interData.x>>24)&0xFFu)), tile))) {
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if (any(notEqual(clamp(tile, vec2(0), vec2((interData.x>>8)&0xFu, (interData.x>>12)&0xFu)), tile))) {
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discard;
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}
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@@ -15,22 +15,22 @@
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//#define DEBUG_RENDER
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layout(location = 0) out vec2 uv;
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layout(location = 1) out flat vec2 baseUV;
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layout(location = 2) out flat uvec4 interData;
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layout(location = 1) out flat uvec4 interData;
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uint packVec4(vec4 vec) {
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uvec4 vec_=uvec4(vec*255)<<uvec4(24,16,8,0);
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return vec_.x|vec_.y|vec_.z|vec_.w;
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}
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void setSizeAndFlags(uint _flags, ivec2 quadSize) {
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interData.x = _flags | (uint(quadSize.x-1)<<16) | (uint(quadSize.y-1)<<24);
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void setSizeAndFlags(uint modelId, uint _flags, ivec2 quadSize) {
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interData.x = (modelId<<16) | _flags | (uint(quadSize.x-1)<<8) | (uint(quadSize.y-1)<<12);
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}
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void setTinting(vec4 _tinting, vec4 _addin, uint _conditionalTinting) {
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void setTintingAndExtra(vec4 _tinting, uint _conditionalTinting, uint alphaAddin, uint face) {
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uint packed = alphaAddin|(face<<8);
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interData.y = packVec4(_tinting);
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interData.z = packVec4(_addin);
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interData.w = _conditionalTinting;
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interData.z = _conditionalTinting;
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interData.w = packed;
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}
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#ifdef DEBUG_RENDER
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@@ -115,9 +115,6 @@ void main() {
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if (cornerIdx == 1) //Only if we are the provoking vertex
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{
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vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
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baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
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//Generate tinting and flag data
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uint flags = faceHasAlphaCuttout(faceData);
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@@ -141,7 +138,7 @@ void main() {
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conditionalTinting = tintColour;
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}
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vec4 addin = vec4(0.0);
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uint alphaAddin = 0;
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if (!isTranslucent) {
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tinting.w = 0.0;
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//Encode the face, the lod level and
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@@ -149,7 +146,7 @@ void main() {
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encodedData |= face;
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encodedData |= (lodLevel<<3);
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encodedData |= uint(hasAO)<<6;
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addin.w = float(encodedData)/255.0;
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alphaAddin = encodedData;
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}
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//Apply face tint
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@@ -165,14 +162,10 @@ void main() {
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}
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}
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setSizeAndFlags(flags, quadSize);
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setTinting(tinting, addin, conditionalTinting);
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setSizeAndFlags(modelId, flags, quadSize);
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setTinting(tinting, conditionalTinting, alphaAddin, face);
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}
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vec4 faceSize = getFaceSize(faceData);
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vec2 cQuadSize = (faceSize.yw + quadSize - 1) * vec2((cornerIdx>>1)&1, cornerIdx&1);
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