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https://github.com/TheRedShip/RT_GPU.git
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+ | Small tweaks
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@ -19,6 +19,9 @@ struct GPUObject {
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int mat_index; // 4
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int type; // 4
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vec3 cube_size() { return (vertex1); }
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int portal_index() { return (int(radius)); }
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};
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struct GPUMaterial
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@ -28,6 +31,7 @@ struct GPUMaterial
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float roughness; // 4
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float metallic; // 4
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int type; // 4
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int texture_index; // 4
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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@ -72,7 +76,7 @@ Ray portalRay(Ray ray, hitInfo hit)
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vec3 relative;
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portal_1 = objects[hit.obj_index];
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portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
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portal_2 = objects[portal_1.portal_index()]; // saving memory radius = portal_index
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relative = hit.position - portal_1.position;
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@ -171,7 +175,7 @@ Ray initRay(vec2 uv, inout uint rng_state)
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vec3 ray_direction = normalize((inverse(u_viewMatrix) * vec4(view_space_ray, 0.0)).xyz);
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float focus_distance = 4.5;
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float aperture = 0;
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float aperture = 0.1;
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vec3 right = vec3(u_viewMatrix[0][0], u_viewMatrix[1][0], u_viewMatrix[2][0]);
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vec3 up = vec3(u_viewMatrix[0][1], u_viewMatrix[1][1], u_viewMatrix[2][1]);
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