This commit is contained in:
mcrcortex
2025-04-09 18:32:58 +10:00
parent 802cea001c
commit 47592b4e6d
2 changed files with 4 additions and 4 deletions

View File

@@ -44,7 +44,7 @@ public class HiZBuffer {
private void alloc(int width, int height) {
this.levels = (int)Math.ceil(Math.log(Math.max(width, height))/Math.log(2));
//We dont care about e.g. 1x1 size texture since you dont get meshlets that big to cover such a large area
this.levels -= 1;//Arbitrary size, shinks the max level by alot and saves a significant amount of processing time
//this.levels -= 1;//Arbitrary size, shinks the max level by alot and saves a significant amount of processing time
// (could probably increase it to be defined by a max meshlet coverage computation thing)
//GL_DEPTH_COMPONENT32F //Cant use this as it does not match the depth format of the provided depth buffer

View File

@@ -11,8 +11,8 @@ void main() {
//TODO, do it so that for the first 2,3 levels if 1 (or maybe even 2 (on the first layer)) pixels are air, just ignore that
// this is to stop issues with 1 pixel gaps
bvec4 cv = lessThanEqual(vec4(0.99999999), depths);
if (any(cv) && !all(cv)) {
depths = mix(vec4(1.0f), depths, cv);
}
//if (any(cv) && !all(cv)) {
// depths = mix(vec4(1.0f), depths, cv);
//}
gl_FragDepth = max(max(depths.x, depths.y), max(depths.z, depths.w)); // Write conservative depth.
}