Ray-caster: add a third test sphere
This helps confirm that the generalized depth-sorting is working.
This commit is contained in:
parent
c18cac642b
commit
206a2df480
@ -121,7 +121,7 @@ vec2 sphere_cast(vecInv v, vec3 dir) {
|
||||
}
|
||||
|
||||
void main() {
|
||||
const int sphere_cnt = 2;
|
||||
const int sphere_cnt = 3;
|
||||
|
||||
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
|
||||
vec3 dir = vec3(focal_slope * scr, -1.);
|
||||
@ -130,9 +130,11 @@ void main() {
|
||||
vecInv sphere_list [sphere_cnt];
|
||||
sphere_list[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
|
||||
sphere_list[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
|
||||
sphere_list[2] = sphere(vec3(-0.5, 0.5, -5.), 0.75);
|
||||
vec3 color_list [sphere_cnt];
|
||||
color_list[0] = vec3(1., 0.214, 0.);
|
||||
color_list[1] = vec3(0., 0.214, 1.);
|
||||
color_list[0] = vec3(1., 0.25, 0.);
|
||||
color_list[1] = vec3(0., 0.25, 1.);
|
||||
color_list[2] = vec3(0.25, 0., 1.0);
|
||||
|
||||
// cast rays through the spheres
|
||||
vec2 depth_pairs [sphere_cnt];
|
||||
|
@ -211,7 +211,7 @@ fn main() {
|
||||
)
|
||||
input(
|
||||
type="range",
|
||||
max=3.0,
|
||||
max=5.0,
|
||||
step=1.0,
|
||||
bind:valueAsNumber=layer_threshold
|
||||
)
|
||||
|
Loading…
Reference in New Issue
Block a user