floodfill add buffer qualifiers, use image sampler

This commit is contained in:
NULL511
2024-05-04 16:33:11 -04:00
parent 94ad32bd7f
commit 50f0aacc5d
10 changed files with 40 additions and 13 deletions

View File

@ -35,6 +35,11 @@ uniform sampler2D texture;
uniform sampler2D noisetex;
uniform sampler2D colortex4;
#ifdef IS_LPV_ENABLED
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;

View File

@ -50,6 +50,11 @@ uniform sampler2D texture;
uniform sampler2D specular;
uniform sampler2D normals;
#ifdef IS_LPV_ENABLED
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
varying vec4 tangent;
varying vec4 normalMat;
varying vec3 binormal;

View File

@ -86,6 +86,10 @@ uniform sampler2D colortex13;
uniform sampler2D colortex14;
uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
#ifdef IS_LPV_ENABLED
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
uniform mat4 shadowModelView;

View File

@ -1,3 +1,5 @@
#define RENDER_SHADOWCOMP
layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
#if LPV_SIZE == 8
@ -27,6 +29,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
#include "/lib/blocks.glsl"
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_buffer.glsl"
#include "/lib/voxel_common.glsl"
int sumOf(ivec3 vec) {return vec.x + vec.y + vec.z;}