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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
migrate block data to image; hand-light initial
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@ -1,28 +1,12 @@
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struct LpvBlockData { // 12 x2000 =?
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uint MaskWeight; // 4
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uint ColorRange; // 4
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uint Tint; // 4
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};
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/*
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lightColor 3*8=24
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lightRange 8=8
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tintColor 3*8=24
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lightMask 6=8
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*/
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#ifdef RENDER_SETUP
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layout(binding = 0) writeonly buffer lpvBlockData
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layout(rg32ui) uniform writeonly uimage1D imgBlockData;
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#else
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layout(binding = 0) readonly buffer lpvBlockData
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layout(rg32ui) uniform readonly uimage1D imgBlockData;
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#endif
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{
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LpvBlockData LpvBlockMap[];
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};
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uint BuildBlockLpvData(uint mixMask, float mixWeight) {
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uint data = uint(saturate(mixWeight) * 255.0);
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data = data | (mixMask << 8);
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return data;
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}
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void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) {
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mixWeight = (data & 0xFF) / 255.0;
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mixMask = (data >> 8) & 0xFF;
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}
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