fixed negative distance in voxel traversing

This commit is contained in:
Piotrek
2021-04-23 22:44:03 +02:00
parent 526ff05ed2
commit 829ae1ddb6
7 changed files with 37 additions and 27 deletions
+7 -6
View File
@@ -7,9 +7,10 @@ layout(location=0) out vec4 out_color;
layout(set=0, binding=0) uniform Uniforms
{
mat4 view_matrix;
mat4 proj_matrix_inv;
vec3 cam_pos;
mat4 _viewMatrix;
mat4 _projMatrixInv;
vec3 _CamPos;
float _Time;
};
//layout(set = 1, binding = 0) uniform texture3D node_tex;
@@ -30,9 +31,9 @@ layout(set=2,binding=0) uniform usampler3D bricksTexture;
void main()
{
// Calculate ray direction
vec3 view_dir = (proj_matrix_inv * vec4(vert_uv, 0, 1)).xyz;
vec3 ray_dir = normalize(view_matrix * vec4(view_dir,0)).xyz;
vec3 view_dir = (_projMatrixInv * vec4(vert_uv, 0, 1)).xyz;
vec3 ray_dir = normalize(_viewMatrix * vec4(view_dir,0)).xyz;
// Raycast
out_color = vec4(castNodes(cam_pos, ray_dir), 1.0);
out_color = vec4(castNodes(_CamPos, ray_dir), 1.0);
}