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Transparency merge #618
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psieg
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Transparency merge #618
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Conflicts: data/shader/lib/voxel.frag
Conflicts: data/voxels.ini src/voxel/voxel.h src/voxel/voxelrenderdata.cpp src/voxeleffect/voxelparticleengine.cpp src/voxeleffect/voxelparticleengine.h src/voxeleffect/voxelparticlerenderer.h src/voxeleffect/voxelparticlesetup.h
It contains #589, I'd consider it a dependency (review after transparency). |
gl_Position = viewProjection * model * (vec4(v_position.xyz + v_vertex.xyz * 0.999, 1.0)); | ||
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f_normal = (model * vec4(v_normal.xyz, 0.0)).xyz; | ||
if ((uint(v_faces) & (uint(0x1) << uint(v_normal.w))) != uint(0x0)) { |
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indendation
Conflicts: data/shader/postprocessing/combine.frag data/shader/voxelcluster/voxelcluster.frag
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Adds a bitmask to hide the faces of adjacent voxels, which hopefully improves the visuals of transparent objects.
Also removes "inner" voxels from the renderdata avoiding the performance drop in the planet (not with the normandy's trail though)