Water rendering doesnt work yet
This commit is contained in:
@@ -32,8 +32,8 @@ bool isBoxVisible(AABB bounding)
|
||||
{
|
||||
mipOffset += mipDimensions.x * mipDimensions.y;
|
||||
mipDimensions = uint2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
|
||||
screenCornerMin /= 2;
|
||||
screenCornerMax /= 2;
|
||||
screenCornerMin = uint2(screenCornerMin.x + 1, screenCornerMin.y + 1) / 2;
|
||||
screenCornerMax = uint2(screenCornerMax.x, screenCornerMax.y) / 2;
|
||||
}
|
||||
|
||||
// now we sample 4 texels from the depth at the calculated mip level, this should give us the screen extent of the meshlet
|
||||
@@ -80,7 +80,8 @@ void taskMain(
|
||||
viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
|
||||
viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
|
||||
viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
|
||||
meshVisible = isBoxVisible(mesh.bounding);
|
||||
//meshVisible = isBoxVisible(mesh.bounding);
|
||||
meshVisible = true;
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
if(!meshVisible)
|
||||
|
||||
Reference in New Issue
Block a user