chore: reformat
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5b6d03e1c8
commit
39f9437838
2 changed files with 28 additions and 36 deletions
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@ -25,16 +25,13 @@ const vec3 color2 = vec3(0.827, 0.945, 0.875);
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// returns the distance from the ray to this sphere in the scene
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// returns the distance from the ray to this sphere in the scene
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float sphere_render(vec3 ray_pos, float radius, vec3 sphere_pos) {
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float sphere_render(vec3 ray_pos, float radius, vec3 sphere_pos) {
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return distance(ray_pos, sphere_pos) - radius;
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return distance(ray_pos, sphere_pos) - radius;
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}
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}
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float remap11(float val) {
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float remap11(float val) {
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return ((val - .5) * 2.);
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return ((val - .5) * 2.);
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}
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}
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void main() {
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void main() {
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// Set up camera and sphere object
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// Set up camera and sphere object
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@ -44,7 +41,6 @@ void main() {
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const float rad = 1.;
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const float rad = 1.;
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for (int i = 0; i < MAX_ITERATIONS; i++) {
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for (int i = 0; i < MAX_ITERATIONS; i++) {
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float distance = sphere_render(ray_pos, rad, sphere_pos);
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float distance = sphere_render(ray_pos, rad, sphere_pos);
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// Check If within tolerances
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// Check If within tolerances
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@ -56,7 +52,6 @@ void main() {
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color = vec4(mix(color1, color2, float(i) / float(MAX_ITERATIONS)), 1.);
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color = vec4(mix(color1, color2, float(i) / float(MAX_ITERATIONS)), 1.);
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}
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}
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// Image stuff for later
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// Image stuff for later
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/*
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/*
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if ((texture_coordinates.x + texture_coordinates.y) > 1.) {
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if ((texture_coordinates.x + texture_coordinates.y) > 1.) {
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@ -4,10 +4,7 @@ precision highp float;
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in vec2 vertex_position;
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in vec2 vertex_position;
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out vec2 texture_coordinates;
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out vec2 texture_coordinates;
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void main() {
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void main() {
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gl_Position = vec4(vertex_position, 0.5, 1.0);
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gl_Position = vec4(vertex_position, 0.5, 1.0);
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texture_coordinates = vec2((vertex_position + vec2(1.0)) / 2.0);
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texture_coordinates = vec2((vertex_position + vec2(1.0)) / 2.0);
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}
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}
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