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+ | Basic camera but glitched for now
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@ -2,6 +2,8 @@
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out vec4 FragColor;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
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float sphereRadius = 1.0;
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@ -55,10 +57,10 @@ void main()
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uv = uv * 2.0 - 1.0;
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uv.x *= u_resolution.x / u_resolution.y;
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vec3 rayOrigin = vec3(0.0, 0.0, 0.0);
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vec3 rayDirection = normalize(vec3(uv, -1.0));
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rayDirection = (u_viewMatrix * vec4(rayDirection, 0.0)).xyz;
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Ray ray = Ray(rayOrigin, rayDirection);
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Ray ray = Ray(u_cameraPosition, rayDirection);
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float t;
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if (intersectSphere(ray, sphereCenter, sphereRadius, t))
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