testing 32x32x32 nodes world
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@@ -63,7 +63,7 @@ vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
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// Check for bounds
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if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
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if(pos.x > 32 || pos.y > 32 || pos.z > 32) { break; }
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if(pos.x > 31 || pos.y > 31 || pos.z > 31) { break; }
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}
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return vec4(0.5,0.5,0.5, 0.0);
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@@ -88,7 +88,7 @@ vec3 castNodes(vec3 origin, vec3 dir)
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vec3 incAxis = vec3(0,0,0);
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// Iterate
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for(int i=0;i<56;i++)
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for(int i=0;i<110;i++)
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{
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// Get node
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uint node = texelFetch(nodesTexture, ivec3(pos), 0).r;
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