fix(rendering): changed the way faces are determined
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c944c0cb09
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2 changed files with 979 additions and 966 deletions
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@ -9,6 +9,7 @@ const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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const int FaceNone = 6;
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const int SurfaceSmooth = 0;
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const int SurfaceGlue = 1;
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@ -31,6 +32,8 @@ uniform mat4 projection;
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uniform int surfaces[6];
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uniform vec3 texScale;
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const float faceThreshold = sqrt(2)/2;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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@ -38,12 +41,20 @@ void main()
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lPos = aPos;
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vNormal = normalMatrix * aNormal;
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lNormal = aNormal;
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int vFace = aNormal == vec3(0,1,0) ? FaceTop :
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aNormal == vec3(0, -1, 0) ? FaceBottom :
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aNormal == vec3(1, 0, 0) ? FaceRight :
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aNormal == vec3(-1, 0, 0) ? FaceLeft :
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aNormal == vec3(0, 0, -1) ? FaceFront :
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aNormal == vec3(0, 0, 1) ? FaceBack : -1;
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int vFace = FaceNone;
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if (dot(vec3(0, 1, 0), aNormal) > faceThreshold)
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vFace = FaceTop;
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else if (dot(vec3(0, -1, 0), aNormal) > faceThreshold)
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vFace = FaceBottom;
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else if (dot(vec3(1, 0, 0), aNormal) > faceThreshold)
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vFace = FaceRight;
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else if (dot(vec3(-1, 0, 0), aNormal) > faceThreshold)
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vFace = FaceLeft;
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else if (dot(vec3(0, 0, -1), aNormal) > faceThreshold)
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vFace = FaceFront;
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else if (dot(vec3(0, 0, 1), aNormal) > faceThreshold)
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vFace = FaceBack;
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vSurfaceZ = surfaces[vFace];
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if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
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