basic phong lighting
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+6
-11
@@ -24,19 +24,14 @@ layout(set=1,binding=0) uniform usampler3D diffuseTex;
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// Include
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#include "shapes.cginc"
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#include "raymarching.cginc"
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#include "raycasting.cginc"
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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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// Raycast
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out_color = vec4(raycast(cam_pos, ray_dir), 1.0);
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}
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