More tweaking + UI for the correction stuff
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6bb35ae40e
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4 changed files with 9 additions and 4 deletions
shaders
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@ -8,6 +8,7 @@ layout( location = 4 ) uniform vec3 u_CamUp;
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layout( location = 5 ) uniform float u_NearPlane;
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layout( location = 6 ) uniform vec4 u_Render;
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layout( location = 7 ) uniform float u_FogAttenuation;
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layout( location = 8 ) uniform int u_Correction;
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layout( location = 0 ) out vec3 o_Color;
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layout( location = 1 ) out float o_Z;
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@ -58,8 +58,8 @@ vec2 RM_Map( vec3 pos )
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sin( 1 ) , cos( 1 ) );
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return vec2( mix( box( q , vec3( 1.5 ) ) ,
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length( q ) - 1.5 ,
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.5 ) ,
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step( 0. , 1.9 - length( pos.xy ) ) );
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.35 ) ,
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step( 0. , 3 - length( pos.xy ) ) );
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}
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@ -105,7 +105,7 @@ void main( )
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if ( r.y >= 0. ) {
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const vec3 hitPos = RM_ReduceDiscontinuity(
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u_CamPos , rayDir , r.x ,
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tanPhi , 10 );
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tanPhi , u_Correction );
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const vec3 normal = RM_GetNormal( hitPos );
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const int midx = int( r.y );
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