working 3d textures
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+13
-6
@@ -12,8 +12,9 @@ layout(set=0, binding=0) uniform Uniforms
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vec3 cam_pos;
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};
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layout(set = 1, binding = 0) uniform texture3D node_tex;
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layout(set = 1, binding = 1) uniform sampler node_sampl;
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//layout(set = 1, binding = 0) uniform texture3D node_tex;
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//layout(set = 1, binding = 1) uniform usampler3D node_sampl;
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layout(set=1,binding=0) uniform usampler3D diffuseTex;
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// Defines
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#define PI 3.141592
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@@ -27,9 +28,15 @@ layout(set = 1, binding = 1) uniform sampler node_sampl;
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void main()
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{
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// Test
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uint node = texelFetch(diffuseTex, ivec3(0, 0, 0), 0).r;
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if(node == 4294967295) out_color = vec4(0.0, 0.5, 1.0, 1.0);
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else out_color = vec4(1.0, 0.1, 0.0, 1.0);
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// Calculate ray direction
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vec3 view_dir = (proj_matrix_inv * vec4(vert_uv, 0, 1)).xyz;
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vec3 ray_dir = normalize(view_matrix * vec4(view_dir,0)).xyz;
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// Calculate color
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out_color = vec4(raymarch(cam_pos, ray_dir), 1);
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// vec3 view_dir = (proj_matrix_inv * vec4(vert_uv, 0, 1)).xyz;
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// vec3 ray_dir = normalize(view_matrix * vec4(view_dir,0)).xyz;
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// // Calculate color
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// out_color = vec4(raymarch(cam_pos, ray_dir), 1);
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}
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