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@@ -44,7 +44,7 @@ public class HiZBuffer {
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private void alloc(int width, int height) {
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private void alloc(int width, int height) {
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this.levels = (int)Math.ceil(Math.log(Math.max(width, height))/Math.log(2));
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this.levels = (int)Math.ceil(Math.log(Math.max(width, height))/Math.log(2));
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//We dont care about e.g. 1x1 size texture since you dont get meshlets that big to cover such a large area
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//We dont care about e.g. 1x1 size texture since you dont get meshlets that big to cover such a large area
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this.levels -= 1;//Arbitrary size, shinks the max level by alot and saves a significant amount of processing time
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//this.levels -= 1;//Arbitrary size, shinks the max level by alot and saves a significant amount of processing time
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// (could probably increase it to be defined by a max meshlet coverage computation thing)
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// (could probably increase it to be defined by a max meshlet coverage computation thing)
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//GL_DEPTH_COMPONENT32F //Cant use this as it does not match the depth format of the provided depth buffer
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//GL_DEPTH_COMPONENT32F //Cant use this as it does not match the depth format of the provided depth buffer
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@@ -11,8 +11,8 @@ void main() {
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//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
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//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
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// this is to stop issues with 1 pixel gaps
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// this is to stop issues with 1 pixel gaps
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bvec4 cv = lessThanEqual(vec4(0.99999999), depths);
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bvec4 cv = lessThanEqual(vec4(0.99999999), depths);
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if (any(cv) && !all(cv)) {
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//if (any(cv) && !all(cv)) {
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depths = mix(vec4(1.0f), depths, cv);
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// depths = mix(vec4(1.0f), depths, cv);
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}
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//}
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gl_FragDepth = max(max(depths.x, depths.y), max(depths.z, depths.w)); // Write conservative depth.
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gl_FragDepth = max(max(depths.x, depths.y), max(depths.z, depths.w)); // Write conservative depth.
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}
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}
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