Funny very incorrect tinkering of culling
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@@ -6,6 +6,9 @@ package me.cortex.voxy.client.core.rendering.hierachical2;
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public class NodeCleaner {
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public class NodeCleaner {
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//Clears memory via invoking node manager, clear section or delete node
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// these should take hint parameters on if when removing section data, to store it in section cache or leave
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public void setNodeMemoryUsage() {
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public void setNodeMemoryUsage() {
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//Needs to bubble up information to all parents
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//Needs to bubble up information to all parents
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// also needs to update a tick/last seen time for node removal
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// also needs to update a tick/last seen time for node removal
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@@ -0,0 +1,5 @@
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package me.cortex.voxy.client.core.shader;
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//Mutates the frag shaders of the material, like a deferred material shader system
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public class ShaderSystem {
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}
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@@ -5,9 +5,12 @@ layout(location = 0) in vec2 uv;
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layout(binding = 0) uniform sampler2D depthTex;
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layout(binding = 0) uniform sampler2D depthTex;
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void main() {
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void main() {
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vec4 depths = textureGather(depthTex, uv, 0); // Get depth values from all surrounding texels.
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vec4 depths = textureGather(depthTex, uv, 0); // Get depth values from all surrounding texels.
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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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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(0), 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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