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Scull
- Add header to define uniforms/other api variables for the cull shader.
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2 changed files with 7 additions and 0 deletions
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@ -22,6 +22,7 @@ import com.jozufozu.flywheel.backend.glsl.SourceComponent;
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import net.minecraft.resources.ResourceLocation;
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public class IndirectPrograms extends AbstractPrograms {
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private static final ResourceLocation CULL_SHADER_HEADER = Flywheel.rl("internal/indirect/cull_header.glsl");
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private static final ResourceLocation CULL_SHADER_MAIN = Flywheel.rl("internal/indirect/cull.glsl");
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private static final ResourceLocation APPLY_SHADER_MAIN = Flywheel.rl("internal/indirect/apply.glsl");
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private static final ResourceLocation SCATTER_SHADER_MAIN = Flywheel.rl("internal/indirect/scatter.glsl");
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@ -74,6 +75,7 @@ public class IndirectPrograms extends AbstractPrograms {
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return CULL.program()
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.link(CULL.shader(GlslVersion.V460, ShaderType.COMPUTE)
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.define("_FLW_SUBGROUP_SIZE", GlCompat.SUBGROUP_SIZE)
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.withResource(CULL_SHADER_HEADER)
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.withComponent(IndirectComponent::create)
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.withResource(InstanceType::cullShader)
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.withResource(CULL_SHADER_MAIN))
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@ -0,0 +1,5 @@
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#include "flywheel:internal/uniforms/frame.glsl"
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// Fog doesn't seem like a valid thing to query during the cull pass. Other uniforms added in the
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// future may also be excluded, and we'll have to document each one.
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// #include "flywheel:internal/uniforms/fog.glsl"
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