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// fragment.glsl::Fig. 1 // // see: uv_camera_setup.gif varying vec3 look_at; uniform vec3 eye; uniform vec3 light; uniform vec3 bnd_min; uniform vec3 bnd_max; uniform vec3 p_vis; uniform vec3 m_vis; uniform int inside_box; void get_trace_line(inout vec3 start, inout vec3 end) { // if inside box, eye is the start position, otherwise, start at edge of box if(1 == inside_box) { start = eye; } else { if(0.5 < p_vis.x) { } else { } } } void main() { // divide the mean side length by 100 float march_len = 0.003333333333333333 * (abs(bnd_max.x - bnd_min.x) + abs(bnd_max.y - bnd_min.y) + abs(bnd_max.z - bnd_min.z)); vec3 march_step = normalize(look_at) * march_len; vec3 start, end; get_trace_line(start, end); gl_FragColor.a = 1.0; }