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-rw-r--r--Shaders/ray_march.cginc11
1 files changed, 8 insertions, 3 deletions
diff --git a/Shaders/ray_march.cginc b/Shaders/ray_march.cginc
index 579041b..529418a 100644
--- a/Shaders/ray_march.cginc
+++ b/Shaders/ray_march.cginc
@@ -29,7 +29,7 @@ float _Frame_Smoothness;
float _Frame_Emissive;
#define MY_COORD_SCALE 100
-#define MY_COORD_SCALE_INV 1.0 / 100
+#define MY_COORD_SCALE_INV 1.0 / MY_COORD_SCALE
#define OBJ_SPACE_TO_MINE \
float4x4( \
MY_COORD_SCALE, 0, 0, 0, \
@@ -278,10 +278,14 @@ float4 stt_ray_march(float3 ro, float3 rd, inout v2f v2f_i, inout float depth)
{
float total_distance_traveled = 0.0;
const float MINIMUM_HIT_DISTANCE = .00002 * MY_COORD_SCALE;
- const float MAXIMUM_TRACE_DISTANCE = .5 * MY_COORD_SCALE;
+ const float MAXIMUM_TRACE_DISTANCE = 2 * MY_COORD_SCALE;
float3 current_position = 0;
float distance_to_closest = 1;
+ // TODO(yum) remove
+ float3 old_world_pos = v2f_i.worldPos;
+ depth = getWorldSpaceDepth(old_world_pos);
+
#define STT_RAY_MARCH_STEPS 48
float obj_id;
float2 text_uv;
@@ -314,7 +318,8 @@ float4 stt_ray_march(float3 ro, float3 rd, inout v2f v2f_i, inout float depth)
frame += _Frame_Color * _Frame_Emissive;
frame = clamp(frame, 0, 1);
- depth = getWorldSpaceDepth(mul(MY_SPACE_TO_WORLD, float4(current_position, 1.0)).xyz);
+ // TODO(yum) restore
+ //depth = getWorldSpaceDepth(v2f_i.worldPos);
[forcecase]
switch ((int) obj_id) {