alex/beta-minecraft-rust
Minecraft Beta 1.7.3 Rewrite
BRANCH main
SNAPSHOT Draw terrain GPU-driven from packed per-section buffers with GPU occlusion culling, add a render distance slider (2-128) with a quad/disk shape, cut chunk bookkeeping at high render distances, and fix a light underflow at y=0
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root crates client shaders sky.slang
// Sky planes, sunrise fan, sun and moon. Positions are relative to the camera.
struct SkyVertex
{
float3 position;
float2 uv;
uint color; // RGBA8
};
struct Push
{
float4x4 viewProjection;
SkyVertex* vertices;
float4 fogColor;
float4 camera;
float fogStart;
float fogEnd;
uint fog;
int texture; // negative for untextured
};
[[vk::push_constant]] Push push;
[[vk::binding(0, 0)]] Texture2D textures[];
[[vk::binding(1, 0)]] SamplerState samplers[];
struct Varyings
{
float4 position : SV_Position;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
float distance : TEXCOORD1;
};
[shader("vertex")]
Varyings vertexMain(uint vertexIndex : SV_VulkanVertexID)
{
SkyVertex v = push.vertices[vertexIndex];
Varyings o;
o.position = mul(push.viewProjection, float4(v.position, 1.0));
o.uv = v.uv;
o.color = unpackUnorm4x8ToFloat(v.color);
o.distance = length(v.position - push.camera.xyz);
return o;
}
[shader("fragment")]
float4 fragmentMain(Varyings i) : SV_Target
{
float4 color = i.color;
if (push.texture >= 0)
color *= textures[push.texture].Sample(samplers[0], i.uv);
if (push.fog != 0)
{
// A negative start selects GL_EXP fog with the negated start as density
float fog = push.fogStart < 0.0
? exp(push.fogStart * i.distance)
: saturate((push.fogEnd - i.distance) / (push.fogEnd - push.fogStart));
color.rgb = lerp(push.fogColor.rgb, color.rgb, fog);
}
return color;
}