Added alpha discard flag to faces
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@@ -9,7 +9,7 @@
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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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layout(location = 3) out flat int discardAlpha;
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layout(location = 3) out flat uint discardAlpha;
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uint extractLodLevel() {
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return uint(gl_BaseInstance)>>29;
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@@ -26,13 +26,13 @@ vec4 uint2vec4RGBA(uint colour) {
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}
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//Gets the face offset with respect to the face direction (e.g. some will be + some will be -)
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float getDepthOffset(BlockModel model, uint face) {
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float offset = extractFaceIndentation(model.faceData[face]);
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float getDepthOffset(uint faceData, uint face) {
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float offset = extractFaceIndentation(faceData);
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return offset * (1-((int(face)&1)*2));
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}
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vec2 getFaceSizeOffset(BlockModel model, uint face, uint corner) {
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vec4 faceOffsetsSizes = extractFaceSizes(model.faceData[face]);
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vec2 getFaceSizeOffset(uint faceData, uint corner) {
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vec4 faceOffsetsSizes = extractFaceSizes(faceData);
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return mix(faceOffsetsSizes.xz, -(1-faceOffsetsSizes.yw), bvec2(((corner>>1)&1)==1, (corner&1)==1));
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}
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@@ -46,6 +46,7 @@ void main() {
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uint face = extractFace(quad);
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uint modelId = extractStateId(quad);
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BlockModel model = modelData[modelId];
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uint faceData = model.faceData[face];
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//Change the ordering due to backface culling
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//NOTE: when rendering, backface culling is disabled as we simply dispatch calls for each face
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@@ -58,11 +59,11 @@ void main() {
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ivec3 lodCorner = ((extractRelativeLodPos()<<lodLevel) - (baseSectionPos&(ivec3((1<<lodLevel)-1))))<<5;
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vec3 corner = innerPos * (1<<lodLevel) + lodCorner;
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vec2 faceOffset = getFaceSizeOffset(model, face, cornerIdx);
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vec2 faceOffset = getFaceSizeOffset(faceData, cornerIdx);
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vec2 quadSize = vec2(extractSize(quad) * ivec2((cornerIdx>>1)&1, cornerIdx&1));
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vec2 size = (quadSize + faceOffset) * (1<<lodLevel);
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vec3 offset = vec3(size, (float(face&1) + getDepthOffset(model, face)) * (1<<lodLevel));
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vec3 offset = vec3(size, (float(face&1) + getDepthOffset(faceData, face)) * (1<<lodLevel));
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if ((face>>1) == 0) {//Up/down
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offset = offset.xzy;
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@@ -85,7 +86,7 @@ void main() {
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baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
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uv = quadSize + faceOffset;//Add in the face offset for 0,0 uv
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discardAlpha = 0;
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discardAlpha = faceHasAlphaCuttout(faceData);
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//Compute lighting
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colourTinting = getLighting(extractLightId(quad));
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