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A clampy merge
- Remove dead code leftover from merge - Add back clamping in late cull
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@ -34,7 +34,6 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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private static final ResourceLocation ZERO_MODELS_SHADER_MAIN = Flywheel.rl("internal/indirect/zero_models.glsl");
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private static final ResourceLocation DOWNSAMPLE_FIRST = Flywheel.rl("internal/indirect/downsample_first.glsl");
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private static final ResourceLocation DOWNSAMPLE_SECOND = Flywheel.rl("internal/indirect/downsample_second.glsl");
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public static final List<ResourceLocation> UTIL_SHADERS = List.of(APPLY_SHADER_MAIN, SCATTER_SHADER_MAIN, READ_VISIBILITY_SHADER_MAIN, ZERO_MODELS_SHADER_MAIN, DOWNSAMPLE_FIRST, DOWNSAMPLE_SECOND);
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private static final Compile<InstanceType<?>> CULL = new Compile<>();
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private static final Compile<ResourceLocation> UTIL = new Compile<>();
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@ -1,31 +0,0 @@
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, r32f) uniform writeonly image2D outImage;
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layout(binding = 1) uniform sampler2D inImage;
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uniform vec2 oneOverImageSize;
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uniform int lod;
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uniform int useMin = 0;
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void main() {
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uvec2 pos = gl_GlobalInvocationID.xy;
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// Map the output texel to an input texel. Properly do the division because generating mip0 maps from the actual
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// full resolution depth buffer and the aspect ratio may be different from our Po2 pyramid.
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ivec2 samplePos = ivec2(floor(vec2(pos) * vec2(textureSize(inImage, lod)) * oneOverImageSize));
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float depth01 = texelFetchOffset(inImage, samplePos, lod, ivec2(0, 1)).r;
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float depth11 = texelFetchOffset(inImage, samplePos, lod, ivec2(1, 1)).r;
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float depth10 = texelFetchOffset(inImage, samplePos, lod, ivec2(1, 0)).r;
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float depth00 = texelFetchOffset(inImage, samplePos, lod, ivec2(0, 0)).r;
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float depth;
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if (useMin == 0) {
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depth = max(max(depth00, depth01), max(depth10, depth11));
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} else {
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depth = min(min(depth00, depth01), min(depth10, depth11));
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}
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imageStore(outImage, ivec2(pos), vec4(depth));
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}
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@ -89,6 +89,10 @@ bool _flw_hizTest(vec3 center, float radius) {
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ivec4 bounds = ivec4(aabb * vec4(levelSizePair));
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// Clamp to the texture bounds.
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// Since we're not going through a sampler out of bounds texel fetches will return 0.
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bounds = clamp(bounds, ivec4(0), levelSizePair);
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float depth01 = texelFetch(_flw_depthPyramid, bounds.xw, level).r;
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float depth11 = texelFetch(_flw_depthPyramid, bounds.zw, level).r;
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float depth10 = texelFetch(_flw_depthPyramid, bounds.zy, level).r;
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