Cubyz/assets/cubyz/shaders/chunks/occlusionTestFragment.fs

29 lines
467 B
GLSL

#version 460
layout(early_fragment_tests) in;
flat in uint chunkID;
struct ChunkData {
ivec4 position;
vec4 minPos;
vec4 maxPos;
int voxelSize;
uint lightStart;
uint vertexStartOpaque;
uint faceCountsByNormalOpaque[14];
uint vertexStartTransparent;
uint vertexCountTransparent;
uint visibilityState;
uint oldVisibilityState;
};
layout(std430, binding = 6) buffer _chunks
{
ChunkData chunks[];
};
void main() {
chunks[chunkID].visibilityState = 1;
}