Use sparse texture clamp to find first populated mip level for texels
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372e7d74a2
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4 changed files with 19 additions and 22 deletions
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@ -17,9 +17,9 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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//layout (location = 2) out vec3 outNormal;
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//layout (location = 3) out vec3 outViewVec;
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//layout (location = 4) out vec3 outLightVec;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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@ -30,16 +30,13 @@ void main()
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{
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outUV = inUV;
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outLodBias = ubo.lodBias;
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outNormal = inNormal;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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/*
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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*/
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vec3 lightPos = vec3(0.0, -5.0f, 0.0f);
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outLightVec = lightPos - inPos.xyz;
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outViewVec = ubo.viewPos.xyz - worldPos.xyz;
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}
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