fixed negative distance in voxel traversing
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@@ -7,9 +7,10 @@ layout(location=0) out vec4 out_color;
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layout(set=0, binding=0) uniform Uniforms
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{
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mat4 view_matrix;
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mat4 proj_matrix_inv;
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vec3 cam_pos;
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mat4 _viewMatrix;
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mat4 _projMatrixInv;
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vec3 _CamPos;
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float _Time;
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};
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//layout(set = 1, binding = 0) uniform texture3D node_tex;
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@@ -30,9 +31,9 @@ layout(set=2,binding=0) uniform usampler3D bricksTexture;
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void main()
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{
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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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vec3 view_dir = (_projMatrixInv * vec4(vert_uv, 0, 1)).xyz;
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vec3 ray_dir = normalize(_viewMatrix * vec4(view_dir,0)).xyz;
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// Raycast
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out_color = vec4(castNodes(cam_pos, ray_dir), 1.0);
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out_color = vec4(castNodes(_CamPos, ray_dir), 1.0);
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}
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