Shader lighting, fixes for loosing tasks in MultiThreadPrioritySemaphore, limit render generation rebuilds based on model queue and failure rate, fix native memory leak in ModelFactory (related to raw download stream)
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@@ -54,7 +54,7 @@ uint getFace() {
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#ifdef PATCHED_SHADER
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vec2 getLightmap() {
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//return clamp(vec2(interData.y&0xFu, (interData.y>>4)&0xFu)/16, vec2(4.0f/255), vec2(252.0f/255));
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return vec2(interData.y&0xFu, (interData.y>>4)&0xFu)/15;
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return clamp((vec2((interData.y>>4)&0xFu, interData.y&0xFu))/16, vec2(8.0f/256), vec2(248.0f/256));
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}
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#endif
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@@ -190,7 +190,9 @@ void main() {
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tint = uint2vec4RGBA(interData.z).yzwx;
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}
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voxy_emitFragment(VoxyFragmentParameters(colour, tile, texPos, getFace(), modelId, getLightmap().yx, tint, model.customId));
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uint face = getFace();
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face ^= uint((face&1u)!=uint(gl_FrontFacing!=((face>>1)!=0u)));
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voxy_emitFragment(VoxyFragmentParameters(colour, tile, texPos, face, modelId, getLightmap(), tint, model.customId));
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#endif
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}
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