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@ -67,7 +67,7 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view
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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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float d = Distance(light) / 140.0f;
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d *= d;
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float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
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@ -146,7 +146,6 @@ bool get_oct_vox(
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// Adding 1 for X, 2 for Y, and 4 for Z
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int mask_index = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + quad_position.x) {
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@ -163,23 +162,15 @@ bool get_oct_vox(
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if (position.y >= (dimension / 2) + quad_position.y) {
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quad_position.y |= (dimension / 2);
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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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// 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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quad_position.z += (dimension / 2);
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mask_index += 4;
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idx_stack[scale] |= idx_set_z_mask;
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}
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// Check to see if we are on a valid oct
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@ -320,6 +311,7 @@ __kernel void raycaster(
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if (any(voxel >= *map_dim) || any(voxel < 0)){
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voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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color_accumulator = mix(fog_color, voxel_color, 1.0f - max(distance_traveled / 700.0f, 0.0f));
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color_accumulator.w *= 4;
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break;
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}
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@ -440,10 +432,7 @@ __kernel void raycaster(
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return;
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voxel -= voxel_step * face_mask;
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voxel_step = ( 1, 1, 1 );
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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//voxel = convert_int3(hit_pos);
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voxel_step = ( 1, 1, 1 ) * ((ray_dir > 0) - (ray_dir < 0));
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delta_t = fabs(1.0f / ray_dir);
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intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
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@ -456,9 +445,9 @@ __kernel void raycaster(
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texture_atlas,
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convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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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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).xyz/4;
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voxel_color.w -= 0.3f;
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voxel_color.w -= 0.0f;
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max_distance = 700;
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distance_traveled = 0;
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@ -481,7 +470,7 @@ __kernel void raycaster(
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// SHADOW RAY HIT
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} else {
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color_accumulator /= 5;
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color_accumulator = 0;
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break;
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}
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}
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