Update #53 - Improved FPS, reduced WebGL context loss crashes

This commit is contained in:
lax1dude
2025-07-06 12:31:55 -07:00
parent f3281c037f
commit 332a7bb11f
53 changed files with 568 additions and 383 deletions

View File

@ -28,21 +28,27 @@ layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec4 v_position4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
out vec2 v_lightmap2f;
uniform mat4 u_modelViewMatrix4f;
uniform mat4 u_projectionMatrix4f;
uniform mat4 u_inverseViewMatrix4f;
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec3 u_transformParam_1_2_5_f;
uniform vec2 u_transformParam_3_4_f;
uniform vec4 u_color4f;
layout(std140) uniform u_chunkLightingData {
mediump uvec2 u_dynamicLightOffsetCount2i;
mediump int _paddingA_;
mediump int _paddingB_;
mediump uvec4 u_dynamicLightArray[4];
};
void main() {
v_color4f = u_color4f * p_color4f.bgra;
v_lightmap2f = p_lightMap2f;
vec2 tex2f = a_position2f * 0.5 + 0.5;
tex2f.y = 1.0 - tex2f.y;
@ -56,6 +62,40 @@ void main() {
pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
pos3f.zx += u_transformParam_3_4_f * spos2f;
v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0);
gl_Position = u_projectionMatrix4f * v_position4f;
vec4 pos4f = u_modelViewMatrix4f * vec4(pos3f, 1.0);
gl_Position = u_projectionMatrix4f * pos4f;
float blockLight = 0.0;
vec4 dlight;
uvec4 dlighti1, dlighti2;
if(u_dynamicLightOffsetCount2i.y > 0u) {
vec3 dlightOffset = vec3(ivec3(
int(u_dynamicLightOffsetCount2i.x << 16),
int(u_dynamicLightOffsetCount2i.x << 8),
int(u_dynamicLightOffsetCount2i.x)
) >> 24);
vec4 worldPosition4f = u_inverseViewMatrix4f * pos4f;
worldPosition4f.xyz = worldPosition4f.xyz / worldPosition4f.w + dlightOffset;
for(uint i = 0u; i < 4u; ++i) {
dlighti1 = u_dynamicLightArray[i];
dlighti2 = dlighti1 << 16;
dlight = vec4(ivec4(ivec2(dlighti2.xy), ivec2(dlighti1.xy)) >> 16) * 0.0009765923;
dlight.xyz = dlight.xyz - worldPosition4f.xyz;
blockLight = max((dlight.w - length(dlight.xyz)) * 0.066667, blockLight);
if(i * 2u + 1u >= u_dynamicLightOffsetCount2i.y) {
break;
}
dlight = vec4(ivec4(ivec2(dlighti2.zw), ivec2(dlighti1.zw)) >> 16) * 0.0009765923;
dlight.xyz = dlight.xyz - worldPosition4f.xyz;
blockLight = max((dlight.w - length(dlight.xyz)) * 0.066667, blockLight);
if(i * 2u + 2u >= u_dynamicLightOffsetCount2i.y) {
break;
}
}
}
v_lightmap2f = vec2(max(p_lightMap2f.x, blockLight), p_lightMap2f.y);
}