fix texture format
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@@ -19,6 +19,11 @@ 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 castBricks(vec3 origin, vec3 dir)
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{
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}
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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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@@ -37,7 +42,7 @@ vec3 castNodes(vec3 origin, vec3 dir)
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for(int i=0;i<50;i++)
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{
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// Get node
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uint node = texelFetch(diffuseTex, ivec3(pos), 0).r;
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uint node = texelFetch(nodesTexture, ivec3(pos), 0).r;
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if(node != 0)
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{
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// Hit point
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@@ -14,7 +14,8 @@ layout(set=0, binding=0) uniform Uniforms
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//layout(set = 1, binding = 0) uniform texture3D node_tex;
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//layout(set = 1, binding = 1) uniform usampler3D node_sampl;
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layout(set=1,binding=0) uniform usampler3D diffuseTex;
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layout(set=1,binding=0) uniform usampler3D nodesTexture;
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layout(set=2,binding=0) uniform usampler3D bricksTexture;
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// Defines
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#define PI 3.141592
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