#version 430 core struct FaceData { uint pack; // All data in 4 bytes }; layout(std430, binding = 0) buffer FaceBuffer { uint faces[]; }; uniform mat4 view; uniform mat4 projection; uniform int chunkX; uniform int chunkY; out vec2 fragUV; out float lighting; out vec3 fragPos; const float lightMult[6] = float[6](0.6, 0.6, 1.0, 0.5, 0.8, 0.8); const vec3 offsets[6][6] = vec3[6][6]( vec3[6]( // +X vec3(1, 0, 0), vec3(1, 1, 1), vec3(1, 0, 1), vec3(1, 1, 1), vec3(1, 0, 0), vec3(1, 1, 0) ), vec3[6]( // -X vec3(0, 0, 1), vec3(0, 1, 0), vec3(0, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), vec3(0, 1, 1) ), vec3[6]( // +Y vec3(0, 1, 0), vec3(1, 1, 1), vec3(1, 1, 0), vec3(1, 1, 1), vec3(0, 1, 0), vec3(0, 1, 1) ), vec3[6]( // -Y vec3(0, 0, 1), vec3(1, 0, 0), vec3(1, 0, 1), vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, 0, 0) ), vec3[6]( // +Z vec3(1, 0, 1), vec3(0, 1, 1), vec3(0, 0, 1), vec3(0, 1, 1), vec3(1, 0, 1), vec3(1, 1, 1) ), vec3[6]( // -Z vec3(0, 0, 0), vec3(1, 1, 0), vec3(1, 0, 0), vec3(1, 1, 0), vec3(0, 0, 0), vec3(0, 1, 0) ) ); const vec2 uvs[6] = vec2[6](vec2(0,0), vec2(1,1), vec2(1,0), vec2(1,1), vec2(0,0), vec2(0,1)); // Function to unpack the 4-byte face data // Bit layout from C# (little-endian, but we read as uint): // Bits 31-24: Y (8 bits) 0-255 // Bits 23-20: Z (4 bits) 0-15 // Bits 19-16: X (4 bits) 0-15 // Bits 15-10: Texture (6 bits) 0-63 // Bits 9-7: Facing (3 bits) 0-7 // Bits 6-3: Light (4 bits) 0-15 // Bits 2-0: unused (3 bits) void unpackFace(uint pack, out uint x, out uint y, out uint z, out uint facing, out uint texture, out uint lightLevel) { y = (pack >> 24) & 0xFFu; // Y: bits 24-31 (8 bits) z = (pack >> 20) & 0x0Fu; // Z: bits 20-23 (4 bits) x = (pack >> 16) & 0x0Fu; // X: bits 16-19 (4 bits) texture = (pack >> 10) & 0x3Fu; // Texture: bits 10-15 (6 bits) facing = (pack >> 7) & 0x07u; // Facing: bits 7-9 (3 bits) lightLevel = (pack >> 3) & 0x0Fu;// Light: bits 3-6 (4 bits) } void main() { uint faceIndex = gl_VertexID / 6u; uint vertIndex = gl_VertexID % 6u; uint pack = faces[faceIndex]; uint x, y, z, facing, texture, lightLevel; unpackFace(pack, x, y, z, facing, texture, lightLevel); 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 // UV mapping uint col = texture & 15u; // texture % 16 uint row = texture >> 4; // texture / 16 row = 15u - row; // invert row so 0 is top // convert to float after int math, divide by 16 vec2 uv = uvs[vertIndex] * 0.0625; uv.x += float(col) * 0.0625; uv.y += float(row) * 0.0625; fragUV = uv; lighting = lightMult[facing]; fragPos = vec3(worldPos.x, worldPos.y, worldPos.z); gl_Position = projection * view * worldPos; }