testing 48x48x48 world and different scales
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@@ -13,7 +13,7 @@ HitResult castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
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// Change scale
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origin = start - origin;
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origin += dir*0.00001;
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origin *= 32;
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origin *= BLOCK_SIZE;
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// Same as in casting nodes
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vec3 pos = floor(origin);
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@@ -35,7 +35,7 @@ HitResult castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, 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) / 32.0 + o;
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vec3 hitPoint = (origin + dir * len) / BLOCK_SIZE + o;
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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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@@ -25,7 +25,8 @@ layout(set=3, binding=0) uniform Materials {
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// Defines
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#define EPSILON 0.00000001
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#define NODE_TEX_SIZE 32
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#define SCALE 1.0
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#define NODE_TEX_SIZE 48
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#define BLOCK_TEX_SIZE 64
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#define BLOCK_SIZE 32
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@@ -35,6 +36,7 @@ layout(set=3, binding=0) uniform Materials {
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#include "shading.cginc"
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#include "raycasting.cginc"
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float seed;
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float random(float s) {
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return fract(sin(seed++ + s)*43758.5453123);
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@@ -61,7 +63,7 @@ vec3 solve()
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// Calculate ray direction
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vec3 view_dir = (_ProjMatrixInv * vec4(vert_uv, 0, 1)).xyz;
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vec3 rayDir = normalize(_ViewMatrix * vec4(view_dir,0)).xyz;
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Ray primaryRay = Ray(_CamPos, rayDir);
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Ray primaryRay = Ray(_CamPos / SCALE, rayDir);
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// Raycast
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HitResult primary = castNodes(primaryRay, 100);
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