Created
June 30, 2021 02:52
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| void mainImage( out vec4 fragColor, in vec2 fragCoord ) { | |
| // Normalized pixel coordinates (from 0 to 1) | |
| vec2 uv = (2.0 * fragCoord- iResolution.xy) / iResolution.y; | |
| vec3 ro = vec3(0., 2.0, -5.); | |
| vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); | |
| vec3 col = vec3(0.25, .15, .2); // Sky color | |
| vec3 lig = normalize(vec3(-1., 5.7, -2.6)); | |
| // Rendering part | |
| int nbRef = 5; | |
| for(int i = 0; i < nbRef; i ++) | |
| { | |
| float t = castRay(ro, rd); | |
| if(t > 0.0) | |
| { | |
| // Stuff we will compute | |
| } | |
| } | |
| fragColor = vec4(col, 1); | |
| } |
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