WIP
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@@ -78,14 +78,14 @@ void main() {
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offset = offset.zxy;
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}
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gl_Position = MVP * vec4(corner + offset, 1);
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gl_Position = MVP * vec4(corner + offset, 1f);
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//Compute the uv coordinates
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vec2 modelUV = vec2(modelId&0xFF, (modelId>>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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baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3f, 2f)*256f)));
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uv = respectiveQuadSize + faceOffset;//Add in the face offset for 0,0 uv
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discardAlpha = faceHasAlphaCuttout(faceData);
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@@ -47,7 +47,7 @@ void main() {
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float d = computeAOAngle(pos, 0.75*(1<<lod), viewNormal);//1
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if (d<0.1) {
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return;
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d = 0f;
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}
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vec4 ocolour = colour;
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