This commit is contained in:
mcrcortex
2024-01-31 22:42:56 +10:00
parent e90a623a01
commit f0bf39b848
103 changed files with 265 additions and 329 deletions

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@@ -3,10 +3,10 @@
layout(local_size_x = 128, local_size_y = 1, local_size_x = 1) in;
#import <zenith:lod/gl46/quad_format.glsl>
#import <zenith:lod/gl46/bindings.glsl>
#import <zenith:lod/gl46/frustum.glsl>
#import <zenith:lod/gl46/section.glsl>
#import <voxy:lod/gl46/quad_format.glsl>
#import <voxy:lod/gl46/bindings.glsl>
#import <voxy:lod/gl46/frustum.glsl>
#import <voxy:lod/gl46/section.glsl>
#line 11
//https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GL_EXT_shader_16bit_storage.txt

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@@ -1,7 +1,7 @@
#version 460 core
#extension GL_ARB_gpu_shader_int64 : enable
#define VISIBILITY_ACCESS writeonly
#import <zenith:lod/gl46/bindings.glsl>
#import <voxy:lod/gl46/bindings.glsl>
layout(early_fragment_tests) in;
flat in uint id;

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@@ -1,8 +1,8 @@
#version 460 core
#extension GL_ARB_gpu_shader_int64 : enable
#define VISIBILITY_ACCESS writeonly
#import <zenith:lod/gl46/bindings.glsl>
#import <zenith:lod/gl46/section.glsl>
#import <voxy:lod/gl46/bindings.glsl>
#import <voxy:lod/gl46/section.glsl>
flat out uint id;
flat out uint value;

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@@ -1,9 +1,9 @@
#version 460 core
#extension GL_ARB_gpu_shader_int64 : enable
#import <zenith:lod/gl46/quad_format.glsl>
#import <zenith:lod/gl46/bindings.glsl>
#import <zenith:lod/gl46/block_model.glsl>
#import <voxy:lod/gl46/quad_format.glsl>
#import <voxy:lod/gl46/bindings.glsl>
#import <voxy:lod/gl46/block_model.glsl>
#line 8
layout(location = 0) out vec2 uv;

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@@ -1,5 +0,0 @@
layout(binding=0) uniform sampler2D colourTexture;
in vec2 uv;
void main() {
gl_Colour = texture(colourTexture, uv);
}

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@@ -1,4 +0,0 @@
void main() {
gl_Position =
}

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@@ -1,11 +0,0 @@
#version 460
layout(local_size_x = 32, local_size_y = 32, local_size_x = 1) in;
layout(binding=0,rgba8) restrict uniform image2D colourTexture;
layout(binding=1) uniform sampler2D depthTexture;
void main() {
float d = texture2D(depthTexture, vec2(gl_GlobalInvocationID.xy)/vec2(1024)).x;
d = 1/d;
d = d/2;
imageStore(colourTexture, ivec2(gl_GlobalInvocationID.xy), vec4(d,d,d,1));
}