aspiojsanfopinaogpinhaeogfl
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@@ -19,7 +19,7 @@ vec3 solve(vec3 point, vec3 view, vec3 normal)
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return (ambient + diffuse + specular) * object_color;
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}
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vec3 raycast(vec3 origin, vec3 dir)
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vec3 castNodes(vec3 origin, vec3 dir)
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{
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// Round input pos to nearest voxel
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vec3 pos = floor(origin);
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@@ -48,9 +48,9 @@ vec3 raycast(vec3 origin, vec3 dir)
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vec3 normal = -incAxis * raySign;
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// Get subnode
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return step(vec3(0.5, 0.5, 0.5), point - pos);
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//return step(vec3(0.5, 0.5, 0.5), point - pos);
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//return solve(point, dir, normal);
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return solve(point, dir, normal);
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}
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// Get new closest axis to increment
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