Textures work
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@@ -5,6 +5,8 @@
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#import <zenith:lod/gl46/bindings.glsl>
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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 vec4 colourTinting;
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uint extractLodLevel() {
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return uint(gl_BaseInstance)>>29;
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@@ -66,6 +68,21 @@ void main() {
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uint biomeId = extractBiomeId(quad);
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uv = vec2(sizePreLod);
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vec2 modelUV = vec2(stateId&0xFF, (stateId>>8)&0xFF)*(1f/(256f));
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//TODO: make the face orientated by 2x3 so that division is not a integer div and modulo isnt needed
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// as these are very slow ops
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baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
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colourTinting = getLighting(extractLightId(quad));
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//Apply face tint
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if (face == 0) {
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colourTinting.xyz *= vec3(0.75, 0.75, 0.75);
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} else if (face != 1) {
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colourTinting.xyz *= vec3((float(face-2)/4)*0.6 + 0.4);
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}
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}
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//gl_Position = MVP * vec4(vec3(((cornerIdx)&1)+10,10,((cornerIdx>>1)&1)+10),1);
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//uint i = uint(quad>>32);
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