Files
random_tools/node_modules/@cesium/engine/Source/Shaders/Voxels/convertLocalToBoxUv.glsl
T
2026-08-11 09:53:42 -04:00

30 lines
1.2 KiB
GLSL

uniform vec3 u_boxLocalToShapeUvScale;
uniform ivec4 u_cameraTileCoordinates;
uniform vec3 u_cameraTileUv;
uniform mat3 u_boxEcToXyz;
mat3 convertLocalToShapeSpaceDerivative(in vec3 positionLocal) {
// For BOX, local space = shape space, so the Jacobian is the identity matrix.
return mat3(1.0);
}
vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) {
return shapeUv / u_boxLocalToShapeUvScale;
}
vec3 convertEcToDeltaTile(in vec3 positionEC) {
vec3 dPosition = u_boxEcToXyz * positionEC;
return u_boxLocalToShapeUvScale * dPosition * float(1 << u_cameraTileCoordinates.w);
}
TileAndUvCoordinate getTileAndUvCoordinate(in vec3 positionEC) {
vec3 deltaTileCoordinate = convertEcToDeltaTile(positionEC);
vec3 tileUvSum = u_cameraTileUv + deltaTileCoordinate;
ivec3 tileCoordinate = u_cameraTileCoordinates.xyz + ivec3(floor(tileUvSum));
tileCoordinate = min(max(ivec3(0), tileCoordinate), ivec3((1 << u_cameraTileCoordinates.w) - 1));
ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz;
vec3 tileUv = clamp(tileUvSum - vec3(tileCoordinateChange), 0.0, 1.0);
return TileAndUvCoordinate(ivec4(tileCoordinate, u_cameraTileCoordinates.w), tileUv);
}