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29 lines
488 B
GLSL
29 lines
488 B
GLSL
#version 460
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layout(early_fragment_tests) in;
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layout(location = 0) flat in uint chunkID;
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struct ChunkData {
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ivec4 position;
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vec4 minPos;
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vec4 maxPos;
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int voxelSize;
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uint lightStart;
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uint vertexStartOpaque;
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uint faceCountsByNormalOpaque[14];
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uint vertexStartTransparent;
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uint vertexCountTransparent;
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uint visibilityState;
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uint oldVisibilityState;
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};
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layout(std430, binding = 6) buffer _chunks
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{
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ChunkData chunks[];
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};
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void main() {
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chunks[chunkID].visibilityState = 1;
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}
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