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~ | Camera FOV and Bounce
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@ -32,10 +32,14 @@ struct GPUMaterial
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struct GPUCamera
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{
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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float fov;
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int bounce;
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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@ -142,7 +146,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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float closest_t = 1e30;
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < camera.bounce; i++)
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{
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hitInfo hit = traceRay(ray);
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if (hit.obj_index == -1)
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@ -176,7 +180,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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Ray initRay(vec2 uv, inout uint rng_state)
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{
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float fov = 90.0;
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float fov = camera.fov;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 origin = camera.position;
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