more project structure cleanup, removing spaghetti code, using traits
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@@ -13,9 +13,7 @@ void main()
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vec3 color = texture(sampler2D(_InTexture, _InTextureSampler), uv).rgb;
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// Viniette
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color = vec3(1,1,1);
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color *= smoothstep(0.0, 0.2, pow(1.0-length(_InUV), 1.5)) + 0.5;
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//color = vec3(1,1,1);
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// Return
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_OutColor = vec4(color, 1.0);
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@@ -96,8 +96,8 @@ HitResult castNodes(Ray ray, uint maxSteps)
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pos += incAxis * raySign;
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// Outside bounds
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if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
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if(pos.x >= BLOCK_TEX_SIZE || pos.y > BLOCK_TEX_SIZE || pos.z >= NODE_TEX_SIZE) { break; }
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// if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
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// if(pos.x >= BLOCK_TEX_SIZE || pos.y > BLOCK_TEX_SIZE || pos.z >= NODE_TEX_SIZE) { break; }
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}
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// Not found
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