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@ -1,4 +1,11 @@
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__constant float4 zeroed_float4 = {0.0f, 0.0f, 0.0f, 0.0f};
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__constant float3 zeroed_float3 = {0.0f, 0.0f, 0.0f};
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__constant float2 zeroed_float2 = {0.0f, 0.0f};
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__constant int4 zeroed_int4 = {0, 0, 0, 0};
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__constant int3 zeroed_int3 = {0, 0, 0};
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__constant int2 zeroed_int2 = {0, 0};
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float DistanceBetweenPoints(float3 a, float3 b) {
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return fast_distance(a, b);
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//return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
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@ -31,8 +38,8 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view, int3 mask) {
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if (all(light == (0.0f,0.0f,0.0f)))
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return (0,0,0,0);
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if (all(light == zeroed_float3))
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return zeroed_float4;
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float d = Distance(light) / 100.0f;
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d *= d;
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@ -65,6 +72,30 @@ int rand(int* seed) // 1 <= *seed < m
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return(*seed);
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}
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// (X, Y, Z) mask for the idx
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__constant const uchar idx_set_x_mask = 0x1;
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__constant const uchar idx_set_y_mask = 0x2;
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__constant const uchar idx_set_z_mask = 0x4;
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__constant const uchar mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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// Mask for counting the previous valid bits
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__constant const uchar count_mask_8[8] = {
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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// uint64_t manipulation masks
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__constant const ulong child_pointer_mask = 0x0000000000007fff;
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__constant const ulong far_bit_mask = 0x8000;
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__constant const ulong valid_mask = 0xFF0000;
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__constant const ulong leaf_mask = 0xFF000000;
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__constant const ulong contour_pointer_mask = 0xFFFFFF00000000;
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__constant const ulong contour_mask = 0xFF00000000000000;
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bool get_oct_vox(
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int3 position,
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global ulong *octree_descriptor_buffer,
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@ -73,31 +104,6 @@ bool get_oct_vox(
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global ulong *settings_buffer
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){
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// (X, Y, Z) mask for the idx
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const uchar idx_set_x_mask = 0x1;
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const uchar idx_set_y_mask = 0x2;
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const uchar idx_set_z_mask = 0x4;
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const uchar mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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// Mask for counting the previous valid bits
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const uchar count_mask_8[8] = {
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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// uint64_t manipulation masks
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const ulong child_pointer_mask = 0x0000000000007fff;
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const ulong far_bit_mask = 0x8000;
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const ulong valid_mask = 0xFF0000;
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const ulong leaf_mask = 0xFF000000;
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const ulong contour_pointer_mask = 0xFFFFFF00000000;
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const ulong contour_mask = 0xFF00000000000000;
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// push the root node to the parent stack
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ulong current_index = *settings_buffer;
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ulong head = octree_descriptor_buffer[current_index];
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@ -115,8 +121,8 @@ bool get_oct_vox(
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parent_stack[parent_stack_position] = head;
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// Set our initial dimension and the position at the corner of the oct to keep track of our position
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int dimension = 128;
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int3 quad_position = (0, 0, 0);
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int dimension = 64;
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int3 quad_position = zeroed_int3;
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// While we are not at the required resolution
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// Traverse down by setting the valid/leaf mask to the subvoxel
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@ -156,7 +162,9 @@ bool get_oct_vox(
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mask_index += 2;
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// TODO What is up with the binary operator on this one?
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idx_stack[scale] ^= idx_set_y_mask;
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// Alright, I switched it over and seems not to have done anything?
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// idx_stack[scale] ^= idx_set_y_mask;
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idx_stack[scale] |= idx_set_y_mask;
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}
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if (position.z >= (dimension / 2) + quad_position.z) {
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@ -237,7 +245,7 @@ bool cast_light_intersection_ray(
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int3 voxel_step = { 1, 1, 1 };
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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if (any(ray_dir == zeroed_float3))
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return false;
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// Setup the voxel coords from the camera origin
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@ -252,7 +260,7 @@ bool cast_light_intersection_ray(
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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int3 face_mask = { 0, 0, 0 };
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int3 face_mask =zeroed_int3;
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int length_cutoff = 0;
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// Andrew Woo's raycasting algo
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@ -344,7 +352,7 @@ __kernel void raycaster(
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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if (any(ray_dir == zeroed_float3))
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return;
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float3 delta_t = fabs(1.0f / ray_dir);
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@ -366,11 +374,11 @@ __kernel void raycaster(
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uint bounce_count = 0;
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int3 face_mask = { 0, 0, 0 };
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int voxel_data = 0;
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float3 face_position = (0,0,0);
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float4 voxel_color= (0,0,0,0);
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float2 tile_face_position = (0,0);
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float3 sign = (0,0,0);
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float4 first_strike = (0,0,0,0);
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float3 face_position = zeroed_float3;
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float4 voxel_color= zeroed_float4;
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float2 tile_face_position = zeroed_float2;
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float3 sign = zeroed_float3;
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float4 first_strike = zeroed_float4;
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bool shadow_ray = false;
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@ -386,35 +394,35 @@ __kernel void raycaster(
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if (any(voxel >= *map_dim) || any(voxel < 0)){
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voxel_data = 5;
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voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0));
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first_strike = mix(fog_color, voxel_color, 1.0f - max(distance_traveled / 700.0f, 0.0f));
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}
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// If we hit a voxel
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// if (voxel.x < 128 && voxel.y < 128 && voxel.z < 128){
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// if (get_oct_vox(
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// voxel,
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// octree_descriptor_buffer,
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// octree_attachment_lookup_buffer,
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// octree_attachment_buffer,
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// settings_buffer
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// )){
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// voxel_data = 1;
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// } else {
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// voxel_data = 0;
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// }
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// } else {
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if (voxel.x < 64 && voxel.y < 64 && voxel.z < 64){
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if (get_oct_vox(
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voxel,
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octree_descriptor_buffer,
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octree_attachment_lookup_buffer,
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octree_attachment_buffer,
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settings_buffer
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)){
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voxel_data = 5;
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} else {
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voxel_data = 0;
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}
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} else {
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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//}
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}
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if (voxel_data != 0) {
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// Determine where on the 2d plane the ray intersected
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face_position = (float3)(0);
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tile_face_position = (float2)(0);
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face_position = zeroed_float3;
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tile_face_position = zeroed_float2;
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sign = (float3)(1.0f, 1.0f, 1.0f);
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// First determine the percent of the way the ray is towards the next intersection_t
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@ -517,7 +525,7 @@ __kernel void raycaster(
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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if (any(ray_dir == zeroed_float3))
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return;
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voxel -= voxel_step * face_mask;
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@ -539,13 +547,13 @@ __kernel void raycaster(
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convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
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).xyz/2;
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voxel_color.w += 0.3f;
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max_distance = 500;
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voxel_color.w -= 0.3f;
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max_distance = 700;
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distance_traveled = 0;
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir *= sign;
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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if (any(ray_dir == zeroed_float3))
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return;
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voxel -= voxel_step * face_mask;
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