sphere is here
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@@ -1,12 +1,12 @@
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#version 460
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#include "include.glsl"
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layout(location=0)in vec3 position;
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layout(location = 0) in vec3 position;
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layout(location=1)out vec4 pos;
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layout(location = 0) out vec4 pos;
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void main(){
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mat4 worldview=camera_uniforms.view*pc.world;
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pos = worldview*vec4(position,1.);
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gl_Position=camera_uniforms.proj*pos;
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}
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void main() {
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pos = vec4(position, 1.);
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vec4 worldview = camera_uniforms.view * pc.world * pos;
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gl_Position = camera_uniforms.proj * worldview;
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}
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+5
-6
@@ -4,7 +4,7 @@
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#extension GL_GOOGLE_include_directive:require
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#include "include.glsl"
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layout(location = 1) in vec4 pos;
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layout(location = 0) in vec4 pos;
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layout(depth_greater) out float gl_FragDepth;
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@@ -32,7 +32,7 @@ float scene(vec3 p) {
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const float EPSILON = .0001;
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const uint MAX_STEPS = 50;
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#define NEARPLANE 0.
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float FARPLANE;
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float FARPLANE = 10;
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#define gl_GlobalInvocationID uvec3(1)
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vec3 getNormal(vec3 p, float dens) {
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@@ -69,17 +69,16 @@ void main() {
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if (td.y < EPSILON)
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{
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vec3 n = getNormal(p, td.y);
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//f_color=vec4(1.);
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f_color = vec4(shading(n, inverse(pc.world) * vec4(p, 1.)), 1.);
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vec4 tpoint = camera_uniforms.proj * camera_uniforms.view * pc.world * vec4(p, 1);
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gl_FragDepth = (tpoint.z / tpoint.w);
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// gl_FragDepth = (tpoint.z / tpoint.w);
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}
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else
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{
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f_color = vec4(raydir, 1.0);
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// discard;
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}
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f_color = vec4(1.0, 0.0, 1.0, 1.0);
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return;
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}
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