diff options
| author | yum <yum.food.vr@gmail.com> | 2025-01-17 01:13:49 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-01-17 01:13:49 -0800 |
| commit | bee103e89fc83030bfc0251db5a78bb153042e1f (patch) | |
| tree | 5298edf99718d13d64d69efe2a0ff63bed1337b4 /math.cginc | |
| parent | b28359aefb16151c7c835dadfe27b969ea8fe702 (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.cginc | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -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]); } |
