Fix remaining shaders affected by a8b36f3ca450d83e9fd2e903bb998b5f4169b7ad

This commit is contained in:
IntegratedQuantum 2025-06-20 22:37:58 +02:00
parent a8b36f3ca4
commit ba5711f607
3 changed files with 6 additions and 6 deletions

View File

@ -18,7 +18,7 @@ layout(location = 8) uniform ivec3 blockPos;
struct QuadInfo {
vec3 normal;
vec3 corners[4];
float corners[4][3];
vec2 cornerUV[4];
uint textureSlot;
int opaqueInLod;
@ -49,7 +49,7 @@ void main() {
normal = quads[quadIndex].normal;
position += quads[quadIndex].corners[vertexID];
position += vec3(quads[quadIndex].corners[vertexID][0], quads[quadIndex].corners[vertexID][1], quads[quadIndex].corners[vertexID][2]);
position += vec3(chunkPos - playerPositionInteger);
position -= playerPositionFraction;

View File

@ -12,7 +12,7 @@ layout(location = 3) uniform uint light;
struct QuadInfo {
vec3 normal;
vec3 corners[4];
float corners[4][3];
vec2 cornerUV[4];
uint textureSlot;
int opaqueInLod;
@ -43,7 +43,7 @@ void main() {
normal = quads[faceID].normal;
vec3 position = quads[faceID].corners[vertexID];
vec3 position = vec3(quads[faceID].corners[vertexID][0], quads[faceID].corners[vertexID][1], quads[faceID].corners[vertexID][2]);
vec4 mvPos = viewMatrix*vec4(position, 1);
gl_Position = projectionMatrix*mvPos;

View File

@ -24,7 +24,7 @@ layout(std430, binding = 2) buffer _modelInfo
struct QuadInfo {
vec3 normal;
vec3 corners[4];
float corners[4][3];
vec2 cornerUV[4];
uint textureSlot;
int opaqueInLod;
@ -80,7 +80,7 @@ void main() {
uint quadIndex = modelAndTexture >> 16u;
textureIndex = int(modelAndTexture & 65535u);
pos = quads[quadIndex].corners[vertexID];
pos = vec3(quads[quadIndex].corners[vertexID][0], quads[quadIndex].corners[vertexID][1], quads[quadIndex].corners[vertexID][2]);
uv = quads[quadIndex].cornerUV[vertexID];
if(offsetByNormal != 0) {
pos += quads[quadIndex].normal;