floodfill more lights

This commit is contained in:
NULL511
2024-05-02 16:33:55 -04:00
parent 5eca39a611
commit 28a51779a0
6 changed files with 183 additions and 65 deletions

View File

@ -1,19 +1,33 @@
#define BLOCK_WATER 8
#define BLOCK_CAVE_VINE_BERRIES 1000
#define BLOCK_SOUL_FIRE 1001
#define BLOCK_SOUL_LANTERN 1002
#define BLOCK_SOUL_TORCH 1003
#define BLOCK_SEA_LANTERN 1009
#define BLOCK_BEACON 1001
#define BLOCK_CAVE_VINE_BERRIES 1002
#define BLOCK_CONDUIT 1003
#define BLOCK_END_GATEWAY 1004
#define BLOCK_END_ROD 1005
#define BLOCK_FIRE 1006
#define BLOCK_FROGLIGHT_OCHRE 1007
#define BLOCK_FROGLIGHT_PEARLESCENT 1008
#define BLOCK_FROGLIGHT_VERDANT 1009
#define BLOCK_GLOWSTONE 1010
#define BLOCK_TORCH 1011
#define BLOCK_LAVA 1012
#define BLOCK_FIRE 1013
#define BLOCK_REDSTONE_TORCH 1014
#define BLOCK_JACK_O_LANTERN 1011
#define BLOCK_LANTERN 1012
#define BLOCK_LAVA 1013
#define BLOCK_MAGMA 1014
#define BLOCK_REDSTONE_LAMP_LIT 1015
#define BLOCK_REDSTONE_TORCH_LIT 1016
#define BLOCK_RESPAWN_ANCHOR_4 1017
#define BLOCK_SCULK_SENSOR_ACTIVE 1018
#define BLOCK_SEA_PICKLE_WET_1 1019
#define BLOCK_SEA_PICKLE_WET_2 1020
#define BLOCK_SEA_PICKLE_WET_3 1021
#define BLOCK_SEA_PICKLE_WET_4 1022
#define BLOCK_SEA_LANTERN 1023
#define BLOCK_SHROOMLIGHT 1024
#define BLOCK_SMOKER_LIT 1025
#define BLOCK_SOUL_FIRE 1026
#define BLOCK_SOUL_LANTERN 1027
#define BLOCK_SOUL_TORCH 1028
#define BLOCK_TORCH 1029
#define BLOCK_MAGMA 1016
#define BLOCK_LANTERN 1018
#define BLOCK_SHROOMLIGHT 1020
#define BLOCK_NETHER_PORTAL 1200

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@ -1,5 +1,5 @@
struct LpvBlockData { // 8 x1280 =?
uint MaskWeight; // 4
uint MaskWeight; // 4
uint ColorRange; // 4
};
@ -12,6 +12,8 @@ struct LpvBlockData { // 8 x1280 =?
LpvBlockData LpvBlockMap[];
};
const int LpvBlockMapOffset = 999;
uint BuildBlockLpvData(uint mixMask, float mixWeight) {
uint data = uint(saturate(mixWeight) * 255.0);

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@ -3,8 +3,7 @@ vec4 SampleLpvNearest(const in ivec3 lpvPos) {
? imageLoad(imgLpv1, lpvPos)
: imageLoad(imgLpv2, lpvPos);
//lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
lpvSample.b = (lpvSample.b*lpvSample.b) * LpvBlockSkyRange.x;
lpvSample.b = pow(lpvSample.b, 4) * LpvBlockSkyRange.x;
lpvSample.rgb = HsvToRgb(lpvSample.rgb);
return lpvSample;