Fixed negative chunks invisible
This commit is contained in:
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user