Files
Eclipse-Shader/shaders/lib/voxel_write.glsl
T

106 lines
3.0 KiB
GLSL

ivec3 GetVoxelIndex(const in vec3 playerPos) {
#if !defined IS_LPV_ENABLED && !defined SHADER_GRASS
vec3 cameraOffset = fract(cameraPosition-relativeEyePosition);
#else
vec3 cameraOffset = fract(cameraPosition);
#endif
return ivec3(floor(playerPos + cameraOffset) + VoxelSize3/2u);
}
void SetVoxelBlock(const in ivec3 voxelPos, const in uint blockId) {
if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize-1u)) != voxelPos) return;
imageStore(imgVoxelMask, voxelPos, uvec4(blockId));
}
void PopulateShadowVoxel(const in vec3 playerPos) {
uint voxelId = 0u;
vec3 originPos = playerPos;
if (
#ifdef COLORWHEEL
renderStage == CLRWL_RENDER_STAGE_SOLID || renderStage == CLRWL_RENDER_STAGE_TRANSLUCENT
#else
renderStage == MC_RENDER_STAGE_TERRAIN_SOLID || renderStage == MC_RENDER_STAGE_TERRAIN_TRANSLUCENT ||
renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT || renderStage == MC_RENDER_STAGE_TERRAIN_CUTOUT_MIPPED
#endif
)
{
float blockID = mc_Entity.x;
#ifdef COLORWHEEL
if(mc_Entity.x < 0.0) blockID = blockEntityId;
#endif
voxelId = uint(blockID + 0.5);
#ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE
if (voxelId == 0u && at_midBlock.w > 0) voxelId = uint(BLOCK_LIGHT_1 + at_midBlock.w - 1);
#endif
if (voxelId == 0u) voxelId = 1u;
originPos += at_midBlock.xyz/64.0;
}
#if !defined IS_LPV_ENABLED && !defined SHADER_GRASS
ivec3 voxelPos = GetVoxelIndex(originPos+relativeEyePosition);
#else
ivec3 voxelPos = GetVoxelIndex(originPos);
#endif
#if defined LPV_ENTITY_LIGHTS && !defined COLORWHEEL
if (
((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
) {
if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
if (blockEntityId > 0 && blockEntityId < 500)
voxelId = uint(blockEntityId);
}
else if (currentRenderedItemId > 100 && currentRenderedItemId < 300) {
if (entityId != ENTITY_ITEM_FRAME && entityId != ENTITY_PLAYER) {
voxelId = uint(currentRenderedItemId);
// offset by a random number that came into my head to make entities and items not interact with grass
voxelId += 2000u;
#if defined SHADER_GRASS && REPLACE_SHORT_GRASS < 2
uint oldID = imageLoad(imgVoxelMask, voxelPos).r;
if(oldID == 12u) voxelId += 2000u;
#endif
}
}
else {
switch (entityId) {
case ENTITY_BLAZE:
case ENTITY_END_CRYSTAL:
// case ENTITY_FIREBALL_SMALL:
case ENTITY_GLOW_SQUID:
case ENTITY_MAGMA_CUBE:
case ENTITY_SPECTRAL_ARROW:
case ENTITY_TNT:
voxelId = uint(entityId)+2000u;
break;
}
}
}
#endif
#if WATER_INTERACTION == 2 && !defined COLORWHEEL
if (
((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
) {
switch (entityId) {
case ENTITY_BOAT:
case ENTITY_SMALLSHIPS:
voxelId = uint(entityId)+2000u;
break;
}
}
#endif
if (voxelId > 0u){
SetVoxelBlock(voxelPos, voxelId);
}
}