Fixed negative chunks invisible

This commit is contained in:
max
2025-12-14 23:54:22 +01:00
parent a1cdd6b5de
commit 35ecc36bdb
7 changed files with 118 additions and 40 deletions

View File

@@ -82,7 +82,7 @@ void main()
uint faceIndex = gl_VertexID / 6u;
uint vertIndex = gl_VertexID % 6u;
uint start = faceIndex * 2u; // 2 byte per face
uint start = faceIndex * 2u; // 2 uint per face
uint u0 = faces[start]; // data in uint 0
uint u1 = faces[start + 1]; // data in uint 1
@@ -95,7 +95,8 @@ void main()
uint texture = u1 & 0xFFu;
uint lightLevel = (u1 >> 8) & 0xFFu;
vec3 basePos = vec3(x + chunkX * 16, y, z + chunkY * 16);
vec3 basePos = vec3(x, y, z) + vec3(chunkX, 0, chunkY) * 16.0;
vec4 worldPos = vec4(basePos + offsets[facing][vertIndex], 1.0);
float light = float(lightLevel) / 255.0; // use later for caves and stuff