* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
17 lines
897 B
Plaintext
17 lines
897 B
Plaintext
#version 450
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#extension GL_GOOGLE_include_directive : require
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layout(local_size_x = 64) in;
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#include "common.glsl"
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// Remembers the entity positions before a tick: sprites, projectiles and particles are drawn between the last two ticks.
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struct Ent { vec4 a, box, mv, ai; ivec4 st; vec4 hp; ivec4 x; ivec4 rg; ivec4 rg2; ivec4 aux; vec4 ex; vec4 ex2; ivec4 ex3; vec4 ex4; vec4 ex5; vec4 ex6; vec4 ex7; ivec4 ex8; vec4 ex9; vec4 ex10; vec4 ex11; vec4 ex12, ex13, ex14, ex15, ex16, ex17, ex18, ex19; };
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layout(std430, set = 0, binding = 22) readonly buffer Ents { Ent ents[]; };
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layout(std430, set = 0, binding = 23) readonly buffer Ctrl { ivec4 inp; } ctrl;
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layout(std430, set = 0, binding = 39) buffer EntPrevW { vec4 prevw[]; };
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void main() {
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uint i = gl_GlobalInvocationID.x;
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if (i >= uint(ctrl.inp.w)) return;
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prevw[i] = ents[i].a; // rigid bodies also need their previous angle
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}
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