Created
March 16, 2015 05:54
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GLSL ray-sphere intersection
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float raySphereIntersect(vec3 r0, vec3 rd, vec3 s0, float sr) { | |
// - r0: ray origin | |
// - rd: normalized ray direction | |
// - s0: sphere center | |
// - sr: sphere radius | |
// - Returns distance from r0 to first intersecion with sphere, | |
// or -1.0 if no intersection. | |
float a = dot(rd, rd); | |
vec3 s0_r0 = r0 - s0; | |
float b = 2.0 * dot(rd, s0_r0); | |
float c = dot(s0_r0, s0_r0) - (sr * sr); | |
if (b*b - 4.0*a*c < 0.0) { | |
return -1.0; | |
} | |
return (-b - sqrt((b*b) - 4.0*a*c))/(2.0*a); | |
} |
In your comment it says rd: normalized ray direction
, but then you compute dot(rd, rd)
which is always one. So either rd should not be normalized or your code is doing unnecessary operations.
lol are we all using this for a shader in unity
lol are we all using this for a shader in unity
Not me, I'm using it for Love2D.
Thank you for saving the headache!
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M yes, I too hate it when I copy someone's code and I don't even know how to use, so I then go harrass the creator. /s
With that out of the way, the snippet works fine so thank you OP