Add existing to tracked
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// See Octree.glsl for the definitions of SampleData
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/* Megatexture defines (set in Scene/VoxelRenderResources.js)
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#define SAMPLE_COUNT ###
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#define PADDING
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*/
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uniform ivec3 u_megatextureTileCounts; // number of tiles in the megatexture, along each axis
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vec3 index1DTo3DTexCoord(int index)
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{
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int tilesPerZ = u_megatextureTileCounts.x * u_megatextureTileCounts.y;
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int iz = index / tilesPerZ;
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int remainder = index - iz * tilesPerZ;
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int iy = remainder / u_megatextureTileCounts.x;
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int ix = remainder - iy * u_megatextureTileCounts.x;
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return vec3(ix, iy, iz) / vec3(u_megatextureTileCounts);
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}
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Properties getPropertiesFromMegatexture(in SampleData sampleData) {
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int tileIndex = sampleData.megatextureIndex;
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vec3 voxelCoord = sampleData.inputCoordinate;
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// UV coordinate of the lower corner of the tile in the megatexture
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vec3 tileUvOffset = index1DTo3DTexCoord(tileIndex);
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// Voxel location
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vec3 tileDimensions = vec3(u_inputDimensions);
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vec3 clampedVoxelCoord = clamp(voxelCoord, vec3(0.5), tileDimensions - vec3(0.5));
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vec3 voxelUv = clampedVoxelCoord / tileDimensions / vec3(u_megatextureTileCounts);
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return getPropertiesFromMegatextureAtUv(tileUvOffset + voxelUv);
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}
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// Convert an array of sample datas to a final weighted properties.
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Properties accumulatePropertiesFromMegatexture(in SampleData sampleDatas[SAMPLE_COUNT]) {
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#if (SAMPLE_COUNT == 1)
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return getPropertiesFromMegatexture(sampleDatas[0]);
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#else
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// When more than one sample is taken the accumulator needs to start at 0
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Properties properties = clearProperties();
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for (int i = 0; i < SAMPLE_COUNT; ++i) {
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float weight = sampleDatas[i].weight;
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// Avoid reading the megatexture when the weight is 0 as it can be costly.
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if (weight > 0.0) {
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Properties tempProperties = getPropertiesFromMegatexture(sampleDatas[i]);
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tempProperties = scaleProperties(tempProperties, weight);
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properties = sumProperties(properties, tempProperties);
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}
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}
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return properties;
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#endif
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}
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