Use bitwise operations to extract data from gl_vertexID.

This seems to fix problems for some people, probably fixing some rare hardware bug here.
This commit is contained in:
IntegratedQuantum 2023-12-30 23:22:47 +01:00
parent e8f62d5660
commit d3ad1b4d01

View File

@ -121,8 +121,8 @@ int convertNormal(int normal, mat3 permutationMatrix, vec3 mirrorVector) {
}
void main() {
int faceID = gl_VertexID/4;
int vertexID = gl_VertexID%4;
int faceID = gl_VertexID >> 2;
int vertexID = gl_VertexID & 3;
int encodedPositionAndNormalsAndPermutation = faceData[faceID].encodedPositionAndNormalsAndPermutation;
int blockAndModel = faceData[faceID].blockAndModel;
int fullLight = faceData[faceID].light[vertexID];