From 5ebf76829f619af4f572e07cafdd480cacbb4b4a Mon Sep 17 00:00:00 2001 From: Xonk Date: Thu, 18 Dec 2025 13:55:16 -0500 Subject: [PATCH] small code cleanups for voxy support --- shaders/dimensions/voxy.json | 7 ++++--- shaders/dimensions/voxy_opaque.glsl | 4 ++-- shaders/dimensions/voxy_translucent.glsl | 5 ----- 3 files changed, 6 insertions(+), 10 deletions(-) diff --git a/shaders/dimensions/voxy.json b/shaders/dimensions/voxy.json index 57af2eb..3af3944 100644 --- a/shaders/dimensions/voxy.json +++ b/shaders/dimensions/voxy.json @@ -7,8 +7,6 @@ ", "version": 1, "excludeLodsFromVanillaDepth": true, - "uniforms": [], - "samplers": {}, "opaqueDrawBuffers": [1,8,15], "translucentDrawBuffers": [2,7], "blending": { @@ -47,7 +45,10 @@ "isEyeInWater", "near", "far", - "taaJitter" + "taaJitter", + "LOD_NEARPLANE", + "LOD_FARPLANE", + "LOD_RENDERDISTANCE" ] #if TAA_MODE > 0 ,"taaOffset": "{ diff --git a/shaders/dimensions/voxy_opaque.glsl b/shaders/dimensions/voxy_opaque.glsl index fea0053..e429240 100644 --- a/shaders/dimensions/voxy_opaque.glsl +++ b/shaders/dimensions/voxy_opaque.glsl @@ -49,10 +49,10 @@ layout(location = 2) out vec4 MISC_DATA; void voxy_emitFragment(VoxyFragmentParameters parameters) { vec3 normal = vec3( uint((parameters.face >> 1) == 2), uint((parameters.face >> 1) == 0), uint((parameters.face >> 1) == 1) ) * (float(int(parameters.face) & 1) * 2.0 - 1.0); - normal.z = clamp(normal.z-1.0,-1,1)*0.5+0.5; + normal.z = clamp(normal.z-1.0,-1.0,1.0)*0.5+0.5; normal = normalize(normal); - vec3 Albedo = clamp( parameters.sampledColour.rgb * parameters.tinting.rgb, 0.0, 1.0); + vec3 Albedo = parameters.sampledColour.rgb * parameters.tinting.rgb; #ifdef WhiteWorld Albedo.rgb = vec3(1.0); diff --git a/shaders/dimensions/voxy_translucent.glsl b/shaders/dimensions/voxy_translucent.glsl index a7d9867..cfb309d 100644 --- a/shaders/dimensions/voxy_translucent.glsl +++ b/shaders/dimensions/voxy_translucent.glsl @@ -44,11 +44,6 @@ vec3 WsunVec = normalize((float(sunElevation > 1e-5)*2.0 - 1.0) * normalize(mat3 #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) #define PI 3.141592653589793 -uniform float LOD_NEARPLANE; -uniform float LOD_FARPLANE; -uniform int LOD_RENDERDISTANCE; - - float DH_ld(float dist) { return (2.0 * LOD_NEARPLANE) / (LOD_FARPLANE + LOD_NEARPLANE - dist * (LOD_FARPLANE - LOD_NEARPLANE)); }