Update WMO.h and terrain_vert.glsl | attempt

This commit is contained in:
Skarn
2022-03-13 11:48:37 +03:00
parent 7d9d676eb4
commit f6dac87700

View File

@@ -156,16 +156,17 @@ void main()
instanceID = base_instance + (t_i * 16 + t_y);
vec4 normal_pos = texelFetch(heightmap, ivec2(gl_VertexID, instanceID), 0);
vec3 pos_base = instances[instanceID].ChunkXYZBase_Pad1.xyz;
vec3 pos = vec3(position.x + pos_base.x, pos_base.y + normal_pos.a, position.y + pos_base.z);
dvec3 pos = dvec3(position.x + pos_base.x, pos_base.y + normal_pos.a, position.y + pos_base.z);
bool is_hole = isHoleVertex(gl_VertexID, instances[instanceID].ChunkHoles_DrawImpass_TexLayerCount_CantPaint.r);
float NaN = makeNaN(1);
gl_Position = projection * model_view * (is_hole ? vec4(NaN, NaN, NaN, 1.0) : vec4(pos, 1.0));
dvec4 pos_after_holecheck = (is_hole ? dvec4(NaN, NaN, NaN, 1.0) : dvec4(pos, 1.0));
gl_Position = projection * model_view * vec4(pos_after_holecheck);
vary_normal = normal_pos.rgb;
vary_position = pos;
vary_position = vec3(pos);
vary_mccv = texelFetch(mccv, ivec2(gl_VertexID, instanceID), 0).rgb;
vary_t0_uv = texcoord + animUVOffset(instances[instanceID].ChunkTexDoAnim.r,