use textureLod
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@@ -70,7 +70,7 @@ void main() {
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vec2 dy = dFdy(uvSmol);//vec2(lDy, dDy);
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vec2 dy = dFdy(uvSmol);//vec2(lDy, dDy);
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colour = textureGrad(blockModelAtlas, texPos, dx, dy);
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colour = textureGrad(blockModelAtlas, texPos, dx, dy);
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} else {
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} else {
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colour = texture(blockModelAtlas, texPos, -5.0);
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colour = textureLod(blockModelAtlas, texPos, 0);
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}
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}
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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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if (any(notEqual(clamp(tile, vec2(0), vec2((interData.x>>8)&0xFu, (interData.x>>12)&0xFu)), tile))) {
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@@ -84,7 +84,7 @@ void main() {
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//Also, small quad is really fking over the mipping level somehow
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//Also, small quad is really fking over the mipping level somehow
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if (useCutout() && (texture(blockModelAtlas, texPos, -16.0).a <= 0.1f)) {
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if (useCutout() && (textureLod(blockModelAtlas, texPos, 0).a <= 0.1f)) {
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//This is stupidly stupidly bad for divergence
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//This is stupidly stupidly bad for divergence
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//TODO: FIXME, basicly what this do is sample the exact pixel (no lod) for discarding, this stops mipmapping fucking it over
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//TODO: FIXME, basicly what this do is sample the exact pixel (no lod) for discarding, this stops mipmapping fucking it over
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#ifndef DEBUG_RENDER
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#ifndef DEBUG_RENDER
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