解决了painting.comp爆炸的问题
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f3f3266dc9
commit
53c6a4fbe5
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@ -876,49 +876,6 @@ void drawLine(in float d, in uint styleIndex, out vec4 elementColor, out vec2 me
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}
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}
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void drawLine(in float d, in uint styleIndex, out vec4 elementColor, out vec2 metallicRoughness)
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{
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elementColor = vec4(1);
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metallicRoughness = vec2(0.8);
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switch(int(elementData[styleIndex+3]))
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{
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case 0:
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{
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elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
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metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
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break;
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}
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case 1:
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{
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elementColor = vec4(mix(vec3(0), vec3(1), d), 1);
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metallicRoughness = vec2(0,0.8);
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break;
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}
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case 2:
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{
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float levels[] = {0.25,0.5,0.75};
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vec3 colors[] = {vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), vec3(1,1,0)};
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int i = 0;
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while(i<3)
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{
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if(d<levels[i])
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{
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elementColor = vec4(colors[i], 1);
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metallicRoughness = vec2(0,0.8);
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break;
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}
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i++;
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}
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if(i==3)
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{
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elementColor = vec4(colors[i], 1);
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metallicRoughness = vec2(0,0.8);
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}
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break;
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}
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}
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}
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bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metallicRoughness, inout vec3 debugBVH = vec3(0))
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{
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bool hitElement = false;
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