chore: wrap all code at 80 characters
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/ test (pull_request) Successful in 3m38s
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/ test (pull_request) Successful in 3m38s
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7 changed files with 311 additions and 150 deletions
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@ -175,8 +175,9 @@ void main() {
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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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if (gl_FragCoord.y < 10.) {
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layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
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}
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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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@ -217,14 +218,17 @@ void main() {
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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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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(
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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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float cusp_threshold = 2.*sqrt(
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ixn_threshold * sphere_list[hit.id].lt.s);
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float cusp_highlight = highlight * (1. - smoothstep(
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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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