added wall
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@@ -34,7 +34,7 @@ HitResult castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
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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 HitResult(brick-1, hitPoint, normal);
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return HitResult(brick, hitPoint, normal);
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}
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// Get new closest axis to increment
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@@ -13,6 +13,6 @@ vec3 applyLighting(vec3 hitPoint, vec3 view, vec3 normal, uint brick)
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vec3 specular = light_color * pow(max(dot(view, reflect(-_SunDir, normal)), 0.0), 32);
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// Combine colors
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vec3 object_color = _Materials[brick].albedo.rgb;//vec3(0.0, 0.1, 0.5);
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vec3 object_color = _Materials[brick-1].albedo.rgb;//vec3(0.0, 0.1, 0.5);
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return (ambient + diffuse + specular) * object_color;
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}
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