improve chunk outline matching sodium checks
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@@ -15,10 +15,8 @@ ivec3 unpackPos(ivec2 pos) {
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}
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bool shouldRender(ivec3 icorner) {
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vec3 corner = vec3(icorner*16)+negInnerSec.xyz;
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//closest point TODO: OPTIMIZE
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corner = mix(mix(vec3(0), corner, lessThan(vec3(0), corner)), corner+16, lessThan(corner+16, vec3(0)));
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return (corner.x*corner.x + corner.z*corner.z < negInnerSec.w*negInnerSec.w) && abs(corner.y) < negInnerSec.w;
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vec3 corner = vec3(mix(mix(ivec3(0), icorner-1, lessThan(ivec3(0), icorner-1)), icorner+17, lessThan(icorner+17, ivec3(0))))-negInnerSec.xyz;
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return (corner.x*corner.x + corner.z*corner.z <= negInnerSec.w*negInnerSec.w) && abs(corner.y) <= negInnerSec.w;
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}
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#ifdef TAA
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@@ -28,7 +26,7 @@ vec2 getTAA();
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void main() {
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uint id = (gl_InstanceID<<5)+gl_BaseInstance+(gl_VertexID>>3);
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ivec3 origin = unpackPos(chunkPos[id]);
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ivec3 origin = unpackPos(chunkPos[id])*16;
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origin -= section.xyz;
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if (!shouldRender(origin)) {
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@@ -36,11 +34,11 @@ void main() {
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return;
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}
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ivec3 cubeCornerI = ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1);
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ivec3 cubeCornerI = ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*16;
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//Expand the y height to be big (will be +- 8192)
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//TODO: make it W.R.T world height and offsets
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//cubeCornerI.y = cubeCornerI.y*1024-512;
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gl_Position = MVP * vec4(vec3(cubeCornerI+origin)*16, 1);
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gl_Position = MVP * vec4(vec3(cubeCornerI+origin), 1);
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gl_Position.z -= 0.0005f;
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#ifdef TAA
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