Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -17,7 +17,7 @@
// Must match structure defined in Terrain.shader
struct TerrainVertex
{
Vector2 TexCoord;
Float2 TexCoord;
Color32 Morph;
};
@@ -116,7 +116,7 @@ bool TerrainManager::GetChunkGeometry(DrawCall& drawCall, int32 chunkSize, int32
vertex->TexCoord.Y = z * vertexTexelSnapTexCoord;
// Smooth LODs morphing based on Barycentric coordinates to morph to the lower LOD near chunk edges
Vector4 coord(vertex->TexCoord.Y, vertex->TexCoord.X, 1.0f - vertex->TexCoord.X, 1.0f - vertex->TexCoord.Y);
Float4 coord(vertex->TexCoord.Y, vertex->TexCoord.X, 1.0f - vertex->TexCoord.X, 1.0f - vertex->TexCoord.Y);
// Apply some contrast
const float AdjustPower = 0.3f;