Fix the normals!!1!
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5d3276ab03
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1 changed files with 5 additions and 5 deletions
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@ -82,7 +82,7 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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{
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const uint2 segs = uniforms.terrainSegments;
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float3 normal = float3();
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float3 normal = float3(0);
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uint adjacent = 0;
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if (tid.x > 0 && tid.y > 0) {
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@ -90,19 +90,19 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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normal += faceNormals[aIndex];
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adjacent += 1;
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}
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if (tid.x > 0 && tid.y < segs.y) {
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if (tid.x > 0 && tid.y <= segs.y) {
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uint segment = segmentIndex(uint2(tid.x - 1, tid.y), segs);
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uint bIndex = 2 * segment;
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uint cIndex = 2 * segment + 1;
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normal += faceNormals[bIndex] + faceNormals[cIndex];
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adjacent += 2;
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}
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if (tid.x < segs.x && tid.y < segs.y) {
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if (tid.x <= segs.x && tid.y <= segs.y) {
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uint dIndex = 2 * segmentIndex(tid, segs);
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normal += faceNormals[dIndex];
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adjacent += 1;
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}
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if (tid.x < segs.x && tid.y > 0) {
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if (tid.x <= segs.x && tid.y > 0) {
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uint segment = segmentIndex(uint2(tid.x, tid.y - 1), segs);
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uint eIndex = 2 * segment + 1;
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uint fIndex = 2 * segment;
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@ -112,7 +112,7 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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if (adjacent != 0) {
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normal = normalize(normal / float(adjacent));
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uint idx = segmentIndex(tid, segs) + 1;
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uint idx = tid.y * (segs.x + 1) + tid.x;
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vertexNormals[idx] = normal;
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}
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}
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