fix crash on Intel GPUs

This commit is contained in:
Merlin1809 committed 2026-01-21 14:12:48 +01:00
1 parent 2e0a04dd97
commit 6bfc8e03a8
3 files changed
+7 -5

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+1
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@@ -114,6 +114,7 @@ uniform int heldItemId2;
#endif
#ifdef IS_LPV_ENABLED
#include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_render.glsl"
#endif
+1
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@@ -141,6 +141,7 @@ uniform sampler2D colortex4;
uniform sampler3D texLpv2;
#include "/lib/hsv.glsl"
#include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_render.glsl"
+5 -5
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@@ -7,7 +7,7 @@
if(hand) return 1.0;
vec3 WlightDir = normalize((gbufferModelViewInverse*vec4(lightDir, 1.0)).xyz);
vec3 WlightDir = normalize((gbufferModelViewInverse*vec4(lightDir, 1.0)) .xyz);
float NdotL = dot(normals, WlightDir);
NdotL = smoothstep(0.0, 0.2, abs(NdotL));
@@ -75,15 +75,15 @@
vec3 lightFinal = vec3(0.0);
vec3 lightColor = vec3(0.0);
uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
vec4 lightColorRange = unpackUnorm4x8(blockData.r);
uint blockData = imageLoad(imgBlockData, itemId).r;
vec4 lightColorRange = unpackUnorm4x8(blockData);
lightColor = srgbToLinear(lightColorRange.rgb);
lightRange = lightColorRange.a * 255.0;
if (lightRange > 0.0) {
float lightDist = length(playerPos+relativeEyePosition);
// vec3 lightDir = playerPos / lightDist;
float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
const float NoL = 1.0;//max(dot(normal, lightDir), 0.0);
float falloff = pow(1.0 - lightDist / lightRange, 3.0);
lightFinal = lightColor * NoL * max(falloff, 0.0);
}
@@ -118,7 +118,7 @@ vec3 doBlockLightLighting(
// vec3 lpvBlockLight = GetLpvBlockLight(lpvSample);
// create a smooth falloff at the edges of the voxel volume.
float fadeLength = 10.0; // in meters
const float fadeLength = 10.0; // in meters
vec3 cubicRadius = clamp(min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength), 0.0, 1.0);
float voxelRangeFalloff = cubicRadius.x*cubicRadius.y*cubicRadius.z;
voxelRangeFalloff = 1.0 - pow(1.0-pow(voxelRangeFalloff,1.5),3.0);