working generating camera rays from view and proj matrices
This commit is contained in:
+12
-5
@@ -7,6 +7,13 @@ layout(location=0) out vec4 out_color;
|
||||
layout(set=0, binding=0) uniform texture2D tex;
|
||||
layout(set=0, binding=1) uniform sampler tex_smp;
|
||||
|
||||
layout(set=1, binding=0) uniform Uniforms
|
||||
{
|
||||
mat4 view_matrix;
|
||||
mat4 proj_matrix_inv;
|
||||
vec3 cam_pos;
|
||||
};
|
||||
|
||||
// Defines
|
||||
#define PI 3.141592
|
||||
#define EPSILON 0.01
|
||||
@@ -19,10 +26,10 @@ layout(set=0, binding=1) uniform sampler tex_smp;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate ray
|
||||
vec3 ro = vec3(0.0, 2, -6.0); // Ray origin
|
||||
vec3 rd = normalize(vec3(vert_uv - vec2(0.5, 0.5), 1.001)); // 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;
|
||||
|
||||
|
||||
// Render
|
||||
out_color = vec4(raymarch(ro, rd), 1);
|
||||
out_color = vec4(raymarch(cam_pos, ray_dir), 1);
|
||||
}
|
||||
Reference in New Issue
Block a user