Remove unused shader code

This commit is contained in:
Jarrod Doyle 2023-04-25 12:58:25 +01:00
parent 1823d8b52c
commit 2117fbb938
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 1 additions and 13 deletions

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@ -2,6 +2,7 @@
@group(0) @binding(1) var<uniform> world_state: WorldState; @group(0) @binding(1) var<uniform> world_state: WorldState;
@group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>; @group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>;
@group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>; @group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>;
@group(0)
@group(0) @binding(4) var<uniform> camera: Camera; @group(0) @binding(4) var<uniform> camera: Camera;
struct ShadingElement { struct ShadingElement {
@ -38,8 +39,6 @@ struct AabbHitInfo {
}; };
fn get_shading_offset(p: vec3<i32>) -> u32 { fn get_shading_offset(p: vec3<i32>) -> u32 {
// return 0u;
// What brickmap are we in? // What brickmap are we in?
let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024; let brickmap_index = (p.x / 8) + (p.y / 8) * 32 + (p.z / 8) * 1024;
let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64); let local_index = u32((p.x % 8) + (p.y % 8) * 8 + (p.z % 8) * 64);
@ -52,17 +51,6 @@ fn get_shading_offset(p: vec3<i32>) -> u32 {
let extracted_bits = extractBits((*brickmap).bitmask[bitmask_index], 0u, (local_index % 32u)); let extracted_bits = extractBits((*brickmap).bitmask[bitmask_index], 0u, (local_index % 32u));
map_voxel_idx += countOneBits(extracted_bits); map_voxel_idx += countOneBits(extracted_bits);
return (*brickmap).shading_table_offset + map_voxel_idx; return (*brickmap).shading_table_offset + map_voxel_idx;
// let local_index = u32(p.x + p.y * 8 + p.z * 64);
// let bitmask_index = local_index / 32u;
// var map_voxel_idx = 0u;
// for (var i: i32 = 0; i < i32(bitmask_index); i++) {
// map_voxel_idx += countOneBits(brickmap.bitmask[i]);
// }
// let extracted_bits = extractBits(brickmap.bitmask[bitmask_index], 0u, (local_index % 32u));
// map_voxel_idx += countOneBits(extracted_bits);
// return brickmap.shading_table_offset + map_voxel_idx;
} }
fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo { fn ray_intersect_aabb(ray_pos: vec3<f32>, ray_dir: vec3<f32>) -> AabbHitInfo {