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authoryum <yum.food.vr@gmail.com>2025-01-17 01:13:49 -0800
committeryum <yum.food.vr@gmail.com>2025-01-17 01:13:49 -0800
commitbee103e89fc83030bfc0251db5a78bb153042e1f (patch)
tree5298edf99718d13d64d69efe2a0ff63bed1337b4 /math.cginc
parentb28359aefb16151c7c835dadfe27b969ea8fe702 (diff)
Use quad intrinsics to compute trochoid normals
Simple algo. Use quad intrinsics to get neighboring pixels' (x & y) positions in trochoid space. Compute tangent and bitangent from that. Then normal as cross product. There's some artifacting on diagonal boundaries.
Diffstat (limited to 'math.cginc')
-rw-r--r--math.cginc4
1 files changed, 2 insertions, 2 deletions
diff --git a/math.cginc b/math.cginc
index 5b33edf..507ca74 100644
--- a/math.cginc
+++ b/math.cginc
@@ -249,8 +249,8 @@ bool solveQuadratic(float a, float b, float c, out float x0, out float x1)
float determinant(float3x3 m)
{
- return m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
- - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])
+ return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
+ - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]))
+ m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
}