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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
floodfill add buffer qualifiers, use image sampler
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@ -35,6 +35,11 @@ uniform sampler2D texture;
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uniform sampler2D noisetex;
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uniform sampler2D colortex4;
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#ifdef IS_LPV_ENABLED
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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@ -50,6 +50,11 @@ uniform sampler2D texture;
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uniform sampler2D specular;
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uniform sampler2D normals;
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#ifdef IS_LPV_ENABLED
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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varying vec4 tangent;
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varying vec4 normalMat;
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varying vec3 binormal;
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@ -86,6 +86,10 @@ uniform sampler2D colortex13;
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uniform sampler2D colortex14;
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uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
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#ifdef IS_LPV_ENABLED
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uniform sampler3D texLpv1;
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uniform sampler3D texLpv2;
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#endif
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uniform mat4 shadowModelView;
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@ -1,3 +1,5 @@
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#define RENDER_SHADOWCOMP
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#if LPV_SIZE == 8
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@ -27,6 +29,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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#include "/lib/blocks.glsl"
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#include "/lib/lpv_common.glsl"
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#include "/lib/lpv_blocks.glsl"
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#include "/lib/lpv_buffer.glsl"
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#include "/lib/voxel_common.glsl"
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int sumOf(ivec3 vec) {return vec.x + vec.y + vec.z;}
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7
shaders/lib/lpv_buffer.glsl
Normal file
7
shaders/lib/lpv_buffer.glsl
Normal file
@ -0,0 +1,7 @@
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#ifdef RENDER_SHADOWCOMP
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layout(rgba8) uniform restrict image3D imgLpv1;
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layout(rgba8) uniform restrict image3D imgLpv2;
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#else
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layout(rgba8) uniform readonly image3D imgLpv1;
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layout(rgba8) uniform readonly image3D imgLpv2;
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#endif
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@ -1,6 +1,3 @@
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layout(rgba8) uniform image3D imgLpv1;
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layout(rgba8) uniform image3D imgLpv2;
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// How far light propagates (block, sky)
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const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
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@ -7,8 +7,8 @@ const float LpvBlockBrightness = 2.0;
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vec4 SampleLpvNearest(const in ivec3 lpvPos) {
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vec4 lpvSample = (frameCounter % 2) == 0
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? imageLoad(imgLpv1, lpvPos)
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: imageLoad(imgLpv2, lpvPos);
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? texelFetch(texLpv1, lpvPos, 0)
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: texelFetch(texLpv2, lpvPos, 0);
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lpvSample.b = pow(lpvSample.b, LpvBlockPower) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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@ -1,4 +1,8 @@
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layout(r16ui) uniform uimage3D imgVoxelMask;
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#ifdef RENDER_SHADOW
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layout(r16ui) uniform uimage3D imgVoxelMask;
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#else
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layout(r16ui) uniform readonly uimage3D imgVoxelMask;
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#endif
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const uint VoxelSize = uint(exp2(LPV_SIZE));
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const uvec3 VoxelSize3 = uvec3(VoxelSize);
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@ -627,16 +627,16 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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#if LPV_SIZE == 8
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image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256
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image.imgLpv1 = none RGB RGBA8 BYTE false false 256 256 256
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image.imgLpv2 = none RGB RGBA8 BYTE false false 256 256 256
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image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 256 256 256
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image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 256 256 256
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#elif LPV_SIZE == 7
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image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128
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image.imgLpv1 = none RGB RGBA8 BYTE false false 128 128 128
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image.imgLpv2 = none RGB RGBA8 BYTE false false 128 128 128
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image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 128 128 128
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image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 128 128 128
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#elif LPV_SIZE == 6
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image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64
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image.imgLpv1 = none RGB RGBA8 BYTE false false 64 64 64
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image.imgLpv2 = none RGB RGBA8 BYTE false false 64 64 64
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image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 64 64 64
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image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 64 64 64
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#endif
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#else
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program.world1/setup.enabled = false
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@ -4,6 +4,7 @@
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#extension GL_EXT_shader_image_load_store: enable
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#endif
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#define RENDER_SHADOW
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/*
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@ -222,6 +223,7 @@ void main() {
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// TODO: blaze, magma_cube
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}
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}
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if (voxelId > 0u)
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SetVoxelBlock(playerpos, voxelId);
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