Merge branch 'amd-terrain-fix' into 'noggit-shadowlands'
amd terrain bug fix See merge request prophecy-rp/noggit-red!21
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@@ -1,8 +1,8 @@
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// This file is part of Noggit3, licensed under GNU General Public License (version 3).
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#version 410 core
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const double TILESIZE = 533.33333;
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const double CHUNKSIZE = TILESIZE / 16.0;
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const float TILESIZE = 533.33333;
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const float CHUNKSIZE = 533.33333 / 16.0;
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in vec2 position;
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in vec2 texcoord;
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@@ -160,25 +160,25 @@ void main()
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instanceID = base_instance + (t_x * 16 + t_z);
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vec4 normal_pos = texelFetch(heightmap, ivec2(gl_VertexID, instanceID), 0);
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dvec3 pos = dvec3(double(instances[instanceID].ChunkXZ_TileXZ.z * TILESIZE)
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+ double(instances[instanceID].ChunkXZ_TileXZ.x * CHUNKSIZE)
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+ double(position.x)
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, double(normal_pos.a)
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, double(instances[instanceID].ChunkXZ_TileXZ.w * TILESIZE)
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+ double(instances[instanceID].ChunkXZ_TileXZ.y * CHUNKSIZE)
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+ double(position.y)
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vec3 pos = vec3(instances[instanceID].ChunkXZ_TileXZ.z * TILESIZE
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+ instances[instanceID].ChunkXZ_TileXZ.x * CHUNKSIZE
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+ position.x
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, normal_pos.a
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, instances[instanceID].ChunkXZ_TileXZ.w * TILESIZE
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+ instances[instanceID].ChunkXZ_TileXZ.y * CHUNKSIZE
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+ position.y
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);
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bool is_hole = isHoleVertex(gl_VertexID, instances[instanceID].ChunkHoles_DrawImpass_TexLayerCount_CantPaint.r);
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float NaN = makeNaN(1);
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dvec4 pos_after_holecheck = (is_hole ? dvec4(NaN, NaN, NaN, 1.0) : dvec4(pos, 1.0));
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gl_Position = projection * model_view * vec4(pos_after_holecheck);
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vec4 pos_after_holecheck = (is_hole ? vec4(NaN, NaN, NaN, 1.0) : vec4(pos, 1.0));
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gl_Position = projection * model_view * pos_after_holecheck;
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vary_normal = normal_pos.rgb;
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triangle_normal = normal_pos.rgb;
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vary_position = vec3(pos);
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vary_position = pos;
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vary_mccv = texelFetch(mccv, ivec2(gl_VertexID, instanceID), 0).rgb;
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vary_t0_uv = texcoord + animUVOffset(instances[instanceID].ChunkTexDoAnim.r,
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