opengl es - MCPE GLSL Conditionals -


i'm writing ios vertex shader "flattens" mc world in x direction if change in z direction detected, , vice versa (the xz plane perp height). have several shaders warp world fine, writing pseudo movement detection hasn't worked. know conditionals costly. comparing position number , worked:

if (worldpos.x != 4.) {     worldpos.z = 0.; } 

but comparing position static call of position doesn't. far i've tried assigning constant floats x , z components, uniform floats, , pos4 uniform, no success. have feeling conditionals fail because of data type problem? easier debug if pe version displayed coord pc. any/all help! current code:

uniform pos4 chunk_origin_and_scale; attribute pos4 position;  void main() {  pos4 worldpos; worldpos.xyz = (position.xyz * chunk_origin_and_scale.w) + chunk_origin_and_scale.xyz; worldpos.w = 1.; const float staticposx = worldpos.x; const float staticposz = worldpos.z;  if (worldpos.x != staticposx) {     worldpos.z = 0.;     staticposx = worldpos.x; }  if (worldpos.z != staticposz) {     worldpos.x = 0.;     staticposz = worldpos.z; }  etc. 

i didn't try in glsl in c can't

int a=5; const int b=a; 

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