diff --git a/src/main/java/me/cortex/voxy/client/core/rendering/hierachical2/NodeCleaner.java b/src/main/java/me/cortex/voxy/client/core/rendering/hierachical2/NodeCleaner.java index e89bd578..b7504775 100644 --- a/src/main/java/me/cortex/voxy/client/core/rendering/hierachical2/NodeCleaner.java +++ b/src/main/java/me/cortex/voxy/client/core/rendering/hierachical2/NodeCleaner.java @@ -6,6 +6,9 @@ package me.cortex.voxy.client.core.rendering.hierachical2; public class NodeCleaner { + //Clears memory via invoking node manager, clear section or delete node + // these should take hint parameters on if when removing section data, to store it in section cache or leave + public void setNodeMemoryUsage() { //Needs to bubble up information to all parents // also needs to update a tick/last seen time for node removal diff --git a/src/main/java/me/cortex/voxy/client/core/shader/ShaderSystem.java b/src/main/java/me/cortex/voxy/client/core/shader/ShaderSystem.java new file mode 100644 index 00000000..5bcd47be --- /dev/null +++ b/src/main/java/me/cortex/voxy/client/core/shader/ShaderSystem.java @@ -0,0 +1,5 @@ +package me.cortex.voxy.client.core.shader; + +//Mutates the frag shaders of the material, like a deferred material shader system +public class ShaderSystem { +} diff --git a/src/main/resources/assets/voxy/shaders/hiz/blit.fsh b/src/main/resources/assets/voxy/shaders/hiz/blit.fsh index 8c3e5fa7..78e48c38 100644 --- a/src/main/resources/assets/voxy/shaders/hiz/blit.fsh +++ b/src/main/resources/assets/voxy/shaders/hiz/blit.fsh @@ -5,9 +5,12 @@ layout(location = 0) in vec2 uv; layout(binding = 0) uniform sampler2D depthTex; void main() { vec4 depths = textureGather(depthTex, uv, 0); // Get depth values from all surrounding texels. + + //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(0), depths, cv); + depths = mix(vec4(1.0f), depths, cv); } gl_FragDepth = max(max(depths.x, depths.y), max(depths.z, depths.w)); // Write conservative depth. }