Bliss-Shader/shaders/lib/lpv_common.glsl
2024-05-02 14:18:49 -04:00

14 lines
393 B
GLSL

layout(rgba8) uniform image3D imgLpv1;
layout(rgba8) uniform image3D imgLpv2;
// How far light propagates (block, sky)
const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
const uint LpvSize = uint(exp2(LPV_SIZE));
const uvec3 LpvSize3 = uvec3(LpvSize);
vec3 GetLpvPosition(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition);
return playerPos + cameraOffset + LpvSize3/2u;
}