/
voxeldata.comp
73 lines (61 loc) · 1.49 KB
/
voxeldata.comp
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/*bool checkVoxel(vec3 pos)
{
float texel = texelFetch(s_data,pos,0);
if(texel>0)
{
return true;
}
return false;
}*/
const vec3 voxelVerts[8] = {
ivec3(0, 0, 0),
ivec3(1, 0, 0),
ivec3(1, 1, 0),
ivec3(0, 1, 0),
ivec3(0, 0, 1),
ivec3(1, 0, 1),
ivec3(1, 1, 1),
ivec3(0, 1, 1)};
const vec3 centeredVerts[8] = {
vec3(-0.5f, -0.5f, -0.5f),
vec3(0.5f, -0.5f, -0.5f),
vec3(0.5f, 0.5f, -0.5f),
vec3(-0.5f, 0.5f, -0.5f),
vec3(-0.5f, -0.5f, 0.5f),
vec3(0.5f, -0.5f, 0.5f),
vec3(0.5f, 0.5f, 0.5f),
vec3(-0.5f, 0.5f, 0.5f)};
const ivec3 faceChecks[6] = {
ivec3( 0, 0, -1),
ivec3( 0, 0, 1),
ivec3( 0, 1, 0),
ivec3( 0, -1, 0),
ivec3( -1, 0,0),
ivec3( 1, 0, 0)
};
const int triangles[6][4] = {
{0, 3, 1, 2}, // Back Face
{5, 6, 4, 7}, // Front Face
{3, 7, 2, 6}, // Top Face
{1, 5, 0, 4}, // Bottom Face
{4, 7, 0, 3}, // Left Face
{1, 2, 5, 6} // Right Face
};
/*float color2float(vec3 color)
{
color = clamp(color, 0.0, 1.0);
return floor(color.r * c_precision + 0.5)
+ floor(color.b * c_precision + 0.5) * c_precisionp1
+ floor(color.g * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
}
/*
* \param value 3-component encoded float
* \returns normalized RGB value
*/
/*vec3 float2color(float value) {
vec3 color;
color.r = mod(value, c_precisionp1) / c_precision;
color.b = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
color.g = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
return color;
}*/