demotool/shaders/chunks/raymarcher.glsl

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//! type chunk
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layout( location = 0 ) uniform float u_Time;
layout( location = 1 ) uniform vec2 u_Resolution;
layout( location = 2 ) uniform vec3 u_CamPos;
layout( location = 3 ) uniform vec3 u_LookAt;
layout( location = 4 ) uniform vec3 u_CamUp;
layout( location = 5 ) uniform float u_NearPlane;
layout( location = 6 ) uniform vec3 u_LightDir;
layout( location = 7 ) uniform vec4 u_Render;
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layout( location = 8 ) uniform float u_FogAttenuation;
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layout( location = 0 ) out vec3 o_Color;
layout( location = 1 ) out float o_Z;
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//! include lib/raymarching.glsl