39 lines
892 B
GLSL
39 lines
892 B
GLSL
// shader.frag
|
|
#version 450
|
|
|
|
// Variables
|
|
layout(location=0) in vec2 vert_uv;
|
|
layout(location=0) out vec4 out_color;
|
|
|
|
layout(set=0, binding=0) uniform Uniforms
|
|
{
|
|
mat4 _viewMatrix;
|
|
mat4 _projMatrixInv;
|
|
vec3 _CamPos;
|
|
float _Time;
|
|
};
|
|
|
|
//layout(set = 1, binding = 0) uniform texture3D node_tex;
|
|
//layout(set = 1, binding = 1) uniform usampler3D node_sampl;
|
|
layout(set=1,binding=0) uniform usampler3D nodesTexture;
|
|
layout(set=2,binding=0) uniform usampler3D bricksTexture;
|
|
|
|
// Defines
|
|
#define PI 3.141592
|
|
#define EPSILON 0.01
|
|
#define NEAR 0.01
|
|
#define MAX_STEPS 200
|
|
|
|
// Include
|
|
#include "shapes.cginc"
|
|
#include "raycasting.cginc"
|
|
|
|
void main()
|
|
{
|
|
// Calculate ray direction
|
|
vec3 view_dir = (_projMatrixInv * vec4(vert_uv, 0, 1)).xyz;
|
|
vec3 ray_dir = normalize(_viewMatrix * vec4(view_dir,0)).xyz;
|
|
|
|
// Raycast
|
|
out_color = vec4(castNodes(_CamPos, ray_dir), 1.0);
|
|
} |