Update world shader to use material IDs
Replace bit-packed cell flags in the R channel with a direct material ID float pass-through. Food clearing now writes MAT_AIR instead of clearing a bit.
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1 changed files with 5 additions and 15 deletions
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@ -12,25 +12,15 @@ void main() {
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vec4 lastState = texture(tLastState, vUv);
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vec4 discreteAnts = texture(tDiscreteAnts, vUv);
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int cellData = int(lastState.x);
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int isFood = cellData & 1;
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int isHome = (cellData & 2) >> 1;
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int isObstacle = (cellData & 4) >> 2;
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float materialId = lastState.x;
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float scentToHome = min(SCENT_MAX_PER_CELL, lastState.y + discreteAnts.x);
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float scentToFood = min(SCENT_MAX_PER_CELL, lastState.z + discreteAnts.y);
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float repellent = min(REPELLENT_MAX_PER_CELL, lastState.w);
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// ant picked up food from this cell
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if (discreteAnts.z == 1.) {
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isFood = 0;
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materialId = float(MAT_AIR);
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}
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int terrainType = (cellData >> TERRAIN_TYPE_SHIFT) & TERRAIN_TYPE_MASK;
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int foodQuality = (cellData >> FOOD_QUALITY_SHIFT) & FOOD_QUALITY_MASK;
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// reconstruct cell data preserving all bit fields
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int newCellData = isFood + (isHome << 1) + (isObstacle << 2)
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+ (terrainType << TERRAIN_TYPE_SHIFT)
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+ (foodQuality << FOOD_QUALITY_SHIFT);
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FragColor = vec4(float(newCellData), scentToHome, scentToFood, repellent);
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FragColor = vec4(materialId, scentToHome, scentToFood, repellent);
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}
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