From 39f943783851d3f7901974950409244f63597327 Mon Sep 17 00:00:00 2001 From: stitchy Date: Wed, 18 Dec 2024 08:32:49 +0000 Subject: [PATCH] chore: reformat --- raymarcher.glsl | 57 ++++++++++++++++++++++--------------------------- vert.glsl | 7 ++---- 2 files changed, 28 insertions(+), 36 deletions(-) diff --git a/raymarcher.glsl b/raymarcher.glsl index 5dfaf56..137b6a9 100644 --- a/raymarcher.glsl +++ b/raymarcher.glsl @@ -25,47 +25,42 @@ const vec3 color2 = vec3(0.827, 0.945, 0.875); // returns the distance from the ray to this sphere in the scene float sphere_render(vec3 ray_pos, float radius, vec3 sphere_pos) { - - return distance(ray_pos, sphere_pos) - radius; + return distance(ray_pos, sphere_pos) - radius; } -float remap11(float val ) { - return ((val - .5) * 2.); - +float remap11(float val) { + return ((val - .5) * 2.); } - void main() { - // Set up camera and sphere object - vec3 ray_dir = normalize(vec3( remap11(texture_coordinates.x) , remap11(texture_coordinates.y), 1.)); - vec3 ray_pos = camera_pos; - const vec3 sphere_pos = vec3(0.,0.,3.); - const float rad = 1.; + // Set up camera and sphere object + vec3 ray_dir = normalize(vec3(remap11(texture_coordinates.x), remap11(texture_coordinates.y), 1.)); + vec3 ray_pos = camera_pos; + const vec3 sphere_pos = vec3(0., 0., 3.); + const float rad = 1.; - for(int i = 0; i < MAX_ITERATIONS; i++) { + for (int i = 0; i < MAX_ITERATIONS; i++) { + float distance = sphere_render(ray_pos, rad, sphere_pos); - float distance = sphere_render(ray_pos, rad, sphere_pos); + // Check If within tolerances + if (distance < MIN_TOLERANCE) { + break; + } - // Check If within tolerances - if( distance < MIN_TOLERANCE) { - break; + ray_pos += (distance * ray_dir); + color = vec4(mix(color1, color2, float(i) / float(MAX_ITERATIONS)), 1.); } - ray_pos += (distance * ray_dir); - color = vec4(mix(color1, color2, float(i) / float(MAX_ITERATIONS)),1.); - } + // Image stuff for later + /* + if ((texture_coordinates.x + texture_coordinates.y) > 1.) { + color = texture(uSampler1, texture_coordinates); + } + else { + color = texture(uSampler2, texture_coordinates); + }*/ - - // Image stuff for later - /* - if ((texture_coordinates.x + texture_coordinates.y) > 1.) { - color = texture(uSampler1, texture_coordinates); - } - else { - color = texture(uSampler2, texture_coordinates); - }*/ - - // Basic color time shift - // color = vec4( texture_coordinates, (sin( time * PI) + 1.)/2. , 1.); + // Basic color time shift + // color = vec4( texture_coordinates, (sin( time * PI) + 1.)/2. , 1.); } diff --git a/vert.glsl b/vert.glsl index 80f0411..6b06e22 100644 --- a/vert.glsl +++ b/vert.glsl @@ -4,10 +4,7 @@ precision highp float; in vec2 vertex_position; out vec2 texture_coordinates; - - void main() { - - gl_Position = vec4( vertex_position, 0.5, 1.0 ); - texture_coordinates = vec2( (vertex_position + vec2(1.0) ) / 2.0 ); + gl_Position = vec4(vertex_position, 0.5, 1.0); + texture_coordinates = vec2((vertex_position + vec2(1.0)) / 2.0); }