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authoryum <yum.food.vr@gmail.com>2025-09-24 19:42:54 -0700
committeryum <yum.food.vr@gmail.com>2025-09-24 19:42:54 -0700
commit1224f9d45387fe0cddc4e703a811e47eeadf6121 (patch)
tree18a3367add35c57136663ec55115b2dda7697568 /index.md
parent8f766c72d6612ffefa156c55730d817ca42e850a (diff)
awooooooo
Diffstat (limited to 'index.md')
-rwxr-xr-xindex.md10
1 files changed, 5 insertions, 5 deletions
diff --git a/index.md b/index.md
index ef14f06..46b5b1d 100755
--- a/index.md
+++ b/index.md
@@ -348,8 +348,8 @@ is impossible.
The idea I've been toying with for a long time is to raymarch inside a
rasterized box. If you store information in that box's verts, you could do a
raymarch inside a wholly self contained coordinate system.
+I've pulled this off, but not in a way which is useful for characters (yet).
-I've pulled this off, but not in a way which is useful for characters.
![One draw call, many raymarched objects.](./images/2025_06_11/fake_origins_31.png){width=80%}
@@ -454,8 +454,8 @@ RayMarcherOutput MyRayMarcher(v2f i) {
float4 quat = GetRotation(i, uv_channels);
float4 iquat = float4(-quat.xyz, quat.w);
- // ro is already expressed in terms of rotated basis vectors, so we don't
- // have to rotate it again.
+ // ro is already expressed in terms of rotated basis vectors, so we
+ // don't have to rotate it again.
float3 ro = -frag_to_origin;
float3 rd = normalize(i.objPos - obj_space_camera_pos);
rd = rotate_vector(rd, iquat);
@@ -484,8 +484,8 @@ RayMarcherOutput MyRayMarcher(v2f i) {
float4 clipPos = UnityObjectToClipPos(o.objPos);
o.depth = clipPos.z / clipPos.w;
- // Calculate normal in rotated space using standard raymarcher gradient
- // technique
+ // Calculate normal in rotated space using standard raymarcher
+ // gradient technique
float3 sdfNormal = calc_normal(localHit);
float3 objNormal = rotate_vector(sdfNormal, quat);
o.normal = UnityObjectToWorldNormal(objNormal);