chore: remove trailing whitespace, add CR at end of file
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/ test (pull_request) Successful in 3m41s
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/ test (pull_request) Successful in 3m41s
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a4b355d943
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11 changed files with 320 additions and 320 deletions
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@ -75,7 +75,7 @@ Fragment sphere_shading(vecInv v, vec3 pt, vec4 base_color) {
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// point. i calculated it in my head and decided that the result looked good
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// enough for now
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vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
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float incidence = dot(normal, light_dir);
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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return Fragment(pt, normal, vec4(illum * base_color.rgb, base_color.a));
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@ -110,7 +110,7 @@ vec2 sphere_cast(vecInv v, vec3 dir) {
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float a = -v.lt.s * dot(dir, dir);
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float b = dot(v.sp, dir);
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float c = -v.lt.t;
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float adjust = 4.*a*c/(b*b);
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if (adjust < 1.) {
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// as long as `b` is non-zero, the linear approximation of
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@ -136,7 +136,7 @@ vec2 sphere_cast(vecInv v, vec3 dir) {
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void main() {
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vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
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vec3 dir = vec3(focal_slope * scr, -1.);
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// cast rays through the spheres
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const int LAYER_MAX = 12;
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TaggedDepth top_hits [LAYER_MAX];
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@ -144,7 +144,7 @@ void main() {
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for (int id = 0; id < sphere_cnt; ++id) {
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// find out where the ray hits the sphere
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vec2 hit_depths = sphere_cast(sphere_list[id], dir);
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// insertion-sort the points we hit into the hit list
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float dimming = 1.;
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for (int side = 0; side < 2; ++side) {
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@ -169,14 +169,14 @@ void main() {
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}
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}
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}
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/* DEBUG */
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// in debug mode, show the layer count instead of the shaded image
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if (debug_mode) {
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// at the bottom of the screen, show the color scale instead of the
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// layer count
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if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
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// convert number to color
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ivec3 bits = layer_cnt / ivec3(1, 2, 4);
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vec3 color = mod(vec3(bits), 2.);
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@ -186,7 +186,7 @@ void main() {
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outColor = vec4(color, 1.);
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return;
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}
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// composite the sphere fragments
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vec3 color = vec3(0.);
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int layer = layer_cnt - 1;
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@ -203,7 +203,7 @@ void main() {
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// load the current fragment
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Fragment frag = frag_next;
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float highlight = highlight_next;
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// shade the next fragment
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hit = top_hits[layer];
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sphere_color = color_list[hit.id];
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@ -213,23 +213,23 @@ void main() {
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vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
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);
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highlight_next = highlight_list[hit.id];
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// highlight intersections
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float ixn_dist = intersection_dist(frag, frag_next);
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float max_highlight = max(highlight, highlight_next);
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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frag.color = mix(frag.color, vec4(1.), ixn_highlight);
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frag_next.color = mix(frag_next.color, vec4(1.), ixn_highlight);
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// highlight cusps
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float cusp_cos = abs(dot(dir, frag.normal));
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[hit.id].lt.s);
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
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frag.color = mix(frag.color, vec4(1.), cusp_highlight);
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// composite the current fragment
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color = mix(color, frag.color.rgb, frag.color.a);
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}
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color = mix(color, frag_next.color.rgb, frag_next.color.a);
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outColor = vec4(sRGB(color), 1.);
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}
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}
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