continue traversing nodes if brick not hit
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@@ -24,7 +24,7 @@ vec3 solve(vec3 hitPoint, vec3 view, vec3 normal)
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* dir: Camera view direction (ray direction)
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* addr: Number given by node, afaik brick offset in brick array
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*/
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vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
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vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
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{
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// Change scale
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origin = start - origin;
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@@ -38,7 +38,8 @@ vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
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vec3 dist = (pos-origin+0.5 + raySign*0.5) * rayInv;
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ivec3 offset = ivec3(0, 0, (addr-1)*32);
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vec3 incAxis = vec3(0,0,0);
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vec3 tmp = abs(raySign);
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for(int i=0;i<110;i++)
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{
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// Get brick
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@@ -48,11 +49,11 @@ vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
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// Hit point
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vec3 mini = (pos-origin+0.5 - raySign*0.5) * rayInv;
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float len = max(mini.x, max(mini.y, mini.z));
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vec3 hitPoint = (origin + dir * len) + start;
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vec3 hitPoint = (origin + dir * len) / 32.0;
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// Normal vector (negate previous increment axis and mult by sign)
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vec3 normal = -incAxis * raySign;
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return solve(hitPoint, dir, normal);
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return vec4(solve(hitPoint, dir, normal), 1.0);
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}
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// Get new closest axis to increment
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@@ -60,12 +61,12 @@ vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
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dist += incAxis * raySign * rayInv;
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pos += incAxis * raySign;
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// Outside bounds
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// Check for bounds
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if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
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if(pos.x > 32 || pos.y > 32 || pos.z > 32) { break; }
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}
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return vec3(0.5,0.5,0.5);
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return vec4(0.5,0.5,0.5, 0.0);
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}
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/*
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@@ -102,7 +103,8 @@ vec3 castNodes(vec3 origin, vec3 dir)
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//return solve(hitPoint, dir, normal);
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// Cast brick
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return castBricks(pos, hitPoint, dir, node); //todo: continue if not hit
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vec4 result = castBricks(pos, hitPoint, dir, incAxis, node);
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if(result.a > 0.0) return result.rgb; //todo: continue if not hit
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}
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// Get new closest axis to increment
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@@ -111,7 +113,7 @@ vec3 castNodes(vec3 origin, vec3 dir)
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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 < 0 || pos.y < 0 || pos.z < 0) { break; }
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// if(pos.x > 1 || pos.y > 1 || pos.z > 1) { break; }
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}
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