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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
floodfill static block/light data
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@ -24,15 +24,9 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#define EPSILON 1e-6
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// varying vec2 texcoord;
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// uniform sampler2D tex;
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// uniform sampler2D noisetex;
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uniform int frameCounter;
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// uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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// varying vec4 color;
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// #include "/lib/waterBump.glsl"
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#include "/lib/hsv.glsl"
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_common.glsl"
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@ -40,12 +34,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#include "/lib/voxel_common.glsl"
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#include "/lib/voxel_read.glsl"
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// uniform mat4 gbufferProjectionInverse;
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// uniform mat4 gbufferModelViewInverse;
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// uniform mat4 gbufferModelView;
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// uniform mat4 shadowModelView;
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// uniform mat4 shadowModelViewInverse;
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// uniform mat4 shadowProjection;
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int sumOf(ivec3 vec) {return vec.x + vec.y + vec.z;}
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@ -141,8 +130,6 @@ void main() {
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ivec3 imgCoord = ivec3(gl_GlobalInvocationID);
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if (any(greaterThanEqual(imgCoord, LpvSize3))) return;
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// vec3 blockLocalPos = gridCell * LIGHT_BIN_SIZE + blockCell - VoxelBlockCenter + cameraOffset + 0.5;
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// vec3 viewDir = gbufferModelViewInverse[2].xyz;
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vec3 lpvCenter = vec3(0.0);//GetLpvCenter(cameraPosition, viewDir);
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vec3 blockLocalPos = imgCoord - lpvCenter + 0.5;
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@ -176,23 +163,20 @@ void main() {
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#if LIGHTING_MODE >= LIGHTING_MODE_FLOODFILL
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if (blockId > 0 && blockId != BLOCK_EMPTY) {
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//uint lightType = LpvBlockMap[blockId].lightType;
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vec3 lightColor = unpackUnorm4x8(blockData.LightColor).rgb;
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vec2 lightRangeSize = unpackUnorm4x8(blockData.LightRangeSize).xy;
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float lightRange = lightRangeSize.x * 255.0;
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//if (lightType != LIGHT_NONE && lightType != LIGHT_IGNORED) {
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//StaticLightData lightInfo = StaticLightMap[lightType];
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vec3 lightColor = unpackUnorm4x8(blockData.LightColor).rgb;
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vec2 lightRangeSize = unpackUnorm4x8(blockData.LightRangeSize).xy;
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float lightRange = lightRangeSize.x * 255.0;
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lightColor = RGBToLinear(lightColor);
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lightColor = RGBToLinear(lightColor);
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// #ifdef LIGHTING_FLICKER
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// vec2 lightNoise = GetDynLightNoise(cameraPosition + blockLocalPos);
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// ApplyLightFlicker(lightColor, lightType, lightNoise);
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// #endif
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// #ifdef LIGHTING_FLICKER
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// vec2 lightNoise = GetDynLightNoise(cameraPosition + blockLocalPos);
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// ApplyLightFlicker(lightColor, lightType, lightNoise);
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// #endif
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if (lightRange > EPSILON) {
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lightValue.rgb = Lpv_RgbToHsv(lightColor, lightRange);
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//}
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}
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}
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#endif
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