Remove unused shader code
This commit is contained in:
parent
1823d8b52c
commit
2117fbb938
|
@ -2,6 +2,7 @@
|
|||
@group(0) @binding(1) var<uniform> world_state: WorldState;
|
||||
@group(0) @binding(2) var<storage, read> brickmap_cache: array<Brickmap>;
|
||||
@group(0) @binding(3) var<storage, read> shading_table: array<ShadingElement>;
|
||||
@group(0)
|
||||
@group(0) @binding(4) var<uniform> camera: Camera;
|
||||
|
||||
struct ShadingElement {
|
||||
|
@ -38,8 +39,6 @@ struct AabbHitInfo {
|
|||
};
|
||||
|
||||
fn get_shading_offset(p: vec3<i32>) -> u32 {
|
||||
// return 0u;
|
||||
|
||||
// What brickmap are we in?
|
||||
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);
|
||||
|
@ -52,17 +51,6 @@ fn get_shading_offset(p: vec3<i32>) -> u32 {
|
|||
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;
|
||||
|
||||
|
||||
// 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 {
|
||||
|
|
Loading…
Reference in New Issue