nether/end floodfill final fix

This commit is contained in:
NULL511 2024-05-05 18:03:00 -04:00
parent beac5d235f
commit 81fb07c371
2 changed files with 62 additions and 56 deletions

View File

@ -19,6 +19,8 @@ Read the terms of modification and sharing before changing something below pleas
attribute vec3 at_midBlock;
attribute vec3 vaPosition;
uniform mat4 shadowModelViewInverse;
uniform int renderStage;
uniform vec3 chunkOffset;
uniform vec3 cameraPosition;
@ -35,11 +37,13 @@ Read the terms of modification and sharing before changing something below pleas
void main() {
#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
if (
renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
) {
vec3 playerpos = gl_Vertex.xyz;
vec3 originPos = playerpos + at_midBlock/64.0;
uint voxelId = uint(mc_Entity.x + 0.5);
@ -48,36 +52,35 @@ void main() {
SetVoxelBlock(originPos, voxelId);
}
// #ifdef LPV_ENTITY_LIGHTS
// if (
// (currentRenderedItemId > 0 || entityId > 0) &&
// (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES)
// ) {
// uint voxelId = 0u;
#ifdef LPV_ENTITY_LIGHTS
if (
(currentRenderedItemId > 0 || entityId > 0) &&
(renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES)
) {
uint voxelId = 0u;
// if (currentRenderedItemId > 0) {
// if (entityId == ENTITY_PLAYER) {
// // TODO: remove once hand-light is added
// if (currentRenderedItemId < 1000)
// voxelId = uint(currentRenderedItemId);
// }
// else if (entityId != ENTITY_ITEM_FRAME)
// voxelId = uint(currentRenderedItemId);
// }
// else {
// switch (entityId) {
// case ENTITY_SPECTRAL_ARROW:
// voxelId = uint(BLOCK_TORCH);
// break;
if (currentRenderedItemId > 0) {
if (entityId == ENTITY_PLAYER) {
if (currentRenderedItemId < 1000)
voxelId = uint(currentRenderedItemId);
}
else if (entityId != ENTITY_ITEM_FRAME)
voxelId = uint(currentRenderedItemId);
}
else {
switch (entityId) {
case ENTITY_SPECTRAL_ARROW:
voxelId = uint(BLOCK_TORCH);
break;
// // TODO: blaze, magma_cube
// }
// }
// TODO: blaze, magma_cube
}
}
// if (voxelId > 0u)
// SetVoxelBlock(playerpos, voxelId);
// }
// #endif
if (voxelId > 0u)
SetVoxelBlock(playerpos, voxelId);
}
#endif
#endif
gl_Position = vec4(-1.0);

View File

@ -19,6 +19,8 @@ Read the terms of modification and sharing before changing something below pleas
attribute vec3 at_midBlock;
attribute vec3 vaPosition;
uniform mat4 shadowModelViewInverse;
uniform int renderStage;
uniform vec3 chunkOffset;
uniform vec3 cameraPosition;
@ -35,11 +37,13 @@ Read the terms of modification and sharing before changing something below pleas
void main() {
#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
if (
renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
) {
vec3 playerpos = vaPosition + chunkOffset + gl_Vertex.xyz;
vec3 originPos = playerpos + at_midBlock/64.0;
uint voxelId = uint(mc_Entity.x + 0.5);
@ -48,36 +52,35 @@ void main() {
SetVoxelBlock(originPos, voxelId);
}
// #ifdef LPV_ENTITY_LIGHTS
// if (
// (currentRenderedItemId > 0 || entityId > 0) &&
// (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES)
// ) {
// uint voxelId = 0u;
#ifdef LPV_ENTITY_LIGHTS
if (
(currentRenderedItemId > 0 || entityId > 0) &&
(renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES || renderStage == MC_RENDER_STAGE_ENTITIES)
) {
uint voxelId = 0u;
// if (currentRenderedItemId > 0) {
// if (entityId == ENTITY_PLAYER) {
// // TODO: remove once hand-light is added
// if (currentRenderedItemId < 1000)
// voxelId = uint(currentRenderedItemId);
// }
// else if (entityId != ENTITY_ITEM_FRAME)
// voxelId = uint(currentRenderedItemId);
// }
// else {
// switch (entityId) {
// case ENTITY_SPECTRAL_ARROW:
// voxelId = uint(BLOCK_TORCH);
// break;
if (currentRenderedItemId > 0) {
if (entityId == ENTITY_PLAYER) {
if (currentRenderedItemId < 1000)
voxelId = uint(currentRenderedItemId);
}
else if (entityId != ENTITY_ITEM_FRAME)
voxelId = uint(currentRenderedItemId);
}
else {
switch (entityId) {
case ENTITY_SPECTRAL_ARROW:
voxelId = uint(BLOCK_TORCH);
break;
// // TODO: blaze, magma_cube
// }
// }
// TODO: blaze, magma_cube
}
}
// if (voxelId > 0u)
// SetVoxelBlock(playerpos, voxelId);
// }
// #endif
if (voxelId > 0u)
SetVoxelBlock(playerpos, voxelId);
}
#endif
#endif
gl_Position = vec4(-1.0);