Bliss-Shader/shaders/lib/lpv_common.glsl
2024-05-02 13:00:51 -04:00

23 lines
712 B
GLSL

layout(rgba8) uniform image3D imgLpv1;
layout(rgba8) uniform image3D imgLpv2;
const uint LpvSize = uint(exp2(LPV_SIZE));
const uvec3 LpvSize3 = uvec3(LpvSize);
const vec2 LpvBlockSkyRange = vec2(1.0, 24.0);
// #if defined RENDER_SHADOWCOMP || defined RENDER_GBUFFER
// layout(r16ui) uniform uimage2D imgVoxelMask;
// #elif defined RENDER_BEGIN || defined RENDER_GEOMETRY || defined RENDER_VERTEX
// layout(r16ui) uniform writeonly uimage2D imgVoxelMask;
// #else
// layout(r16ui) uniform readonly uimage2D imgVoxelMask;
// #endif
// #define LIGHT_NONE 0
vec3 GetLpvPosition(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition);
return playerPos + cameraOffset + LpvSize3/2u;
}