pientä fixailua

This commit is contained in:
2025-07-28 14:33:47 +03:00
parent e092075c8b
commit c11d86922c
3 changed files with 164 additions and 233 deletions

View File

@ -8,7 +8,7 @@ layout(location = 0) uniform float syncs[12];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
layout(location = 700) uniform vec3 test; // shapes test
layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
float u_time = syncs[0];
@ -183,7 +183,8 @@ vec2 mapScene(in vec3 p) {
float gridSize2 = 16.;
for(float j = 0.; j < gridSize2; j++) {
for(float i = 0.; i < gridSize2; i++) {
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize2);
ivec2 texSize = textureSize(u_ShapesTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
float shapeActive = shapeData.a;
@ -213,55 +214,55 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
const float Z_REPEAT_DIST = 1.;
vec2 res;
// Raymarching
for (int i = 0; i < 50; i++) {
pos = ro + rd * t;
res = mapScene(pos); // Get distance to objects
ad = abs(res.x);
mat = res.y;
if (t > tmax) break;
if (ad < tolerance*(t*0.125 + 1.0)) {
hit = 1.0;
break;
}
t += res.x; // "march" the ray
}
t -= Z_REPEAT_DIST*1.;
for( int i=0; i<30; i++ )
{
vec3 pos2 = ro + rd * t;
res = mapScene(pos2); // get distance to objects
ad = abs(res.x);
mat = res.y;
if (ad < (tolerance))
{
hit = 1.0;
pos = pos2;
break;
}
if (t > tmax) break;
t += min(d.x, Z_REPEAT_DIST/2.0); // "march" the ray
}
// // Raymarching
// for (int i = 0; i < 50; i++) {
// pos = ro + rd * t;
// res = mapScene(pos); // Get distance to objects
// ad = abs(res.x);
// mat = res.y;
// if (t > tmax) break;
// if (ad < tolerance*(t*0.125 + 1.0)) {
// hit = 1.0;
// break;
// }
// t += res.x; // "march" the ray
// }
// t -= Z_REPEAT_DIST*1.;
//
// for( int i=0; i<30; i++ )
// {
// vec3 pos2 = ro + rd * t;
// res = mapScene(pos2); // get distance to objects
// ad = abs(res.x);
// mat = res.y;
// if (ad < (tolerance))
// {
// hit = 1.0;
// pos = pos2;
// break;
// }
// if (t > tmax) break;
// t += min(d.x, Z_REPEAT_DIST/2.0); // "march" the ray
// }
//if (t >= tmax) {
// t= - 1.0;
// hit = 0.;
//}
//Reduced from 40 to 24 steps
// for(int i = 0; i < 30; i++) {
// pos = ro + rd * t;
// vec2 res = mapScene(pos);
// // Increase step size multiplier for faster marching
// t += res.x;
// mat = res.y;
// if(t > 400.) { // Reduced max distance
// break;
// }
// if(res.x < 0.00001 * (t*0.00125 + 1.0)) { // Less precise hit detection
// hit = 1.;
// break;
// }
// }
for(int i = 0; i < 30; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 400.) { // Reduced max distance
break;
}
if(res.x < 0.00001 * (t*0.00125 + 1.0)) { // Less precise hit detection
hit = 1.;
break;
}
}
// This will break fog effect
//if (t > 100.)
// t = 0.;