- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
21 lines
771 B
GLSL
21 lines
771 B
GLSL
// RGB and Alpha components of ETC2 RGBA/DXT5 are computed separately.
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// This compute shader merely stitches them together to form the final result
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// It's also used by RG11/BC4 driver to stitch two R11/BC4 into one RG11/BC5
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#[compute]
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#version 450
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layout(local_size_x = 8, //
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local_size_y = 8, //
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local_size_z = 1) in;
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layout(binding = 0) uniform usampler2D srcRGB;
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layout(binding = 1) uniform usampler2D srcAlpha;
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layout(binding = 2, rgba32ui) uniform restrict writeonly uimage2D dstTexture;
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void main() {
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uvec2 rgbBlock = texelFetch(srcRGB, ivec2(gl_GlobalInvocationID.xy), 0).xy;
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uvec2 alphaBlock = texelFetch(srcAlpha, ivec2(gl_GlobalInvocationID.xy), 0).xy;
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imageStore(dstTexture, ivec2(gl_GlobalInvocationID.xy), uvec4(rgbBlock.xy, alphaBlock.xy));
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}
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