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12 lines
315 B
GLSL
12 lines
315 B
GLSL
layout(r16ui) uniform uimage3D imgVoxelMask;
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const uint VoxelSize = uint(exp2(LPV_SIZE));
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const uvec3 VoxelSize3 = uvec3(VoxelSize);
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#define BLOCK_EMPTY 0
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ivec3 GetVoxelIndex(const in vec3 playerPos) {
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vec3 cameraOffset = fract(cameraPosition);
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return ivec3(floor(playerPos + cameraOffset + VoxelSize3/2u));
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}
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