@@ 52,7 52,7 @@ OCCLUSION_CULLING := false
FOG := false
USE_FLAT_SHADING := true
BALANCE_QUADS := true
-USE_COMPLEX_SURFACE := false
+USE_COMPLEX_SURFACE := true
HIGH_QUALITY_FEATURES := true
SOFT_WORLD_SAMPLING := true
USE_CATMULL_CLARK := false
@@ 322,7 322,7 @@ fn matmapf (p)
elseif 0
scale := 100.0
(nine-spheres (p / scale)) * scale
- elseif 0
+ elseif 1
#p := p * 0.2
let d =
static-if USE_COMPLEX_SURFACE
@@ 1144,8 1144,8 @@ fn generate-quad (v00 v01 v10 v11)
let ofs = (atomicAdd vertex-out.count 6)
entries := vertex-out.entries
static-if USE_FLAT_SHADING
- n0 := (triangle-normal v00.pos v10.pos v11.pos)
- n1 := (triangle-normal v11.pos v01.pos v00.pos)
+ n0 := (triangle-normal v00.pos v11.pos v10.pos)
+ n1 := (triangle-normal v11.pos v00.pos v01.pos)
#n1 := (normal v00.pos v11.pos v01.pos)
entries @ (ofs + 0) = (swapnormal v00 n0)
@@ 1527,13 1527,15 @@ fn rasterize-vert ()
normal.out =
#(viridis (lod / MAX_WORLD_LOD)) * 2.0 - 1.0
do
- static-if VISUALIZE_IDS ((vec3hash (vertex-index as f32)) * 2.0 - 1.0)
+ static-if VISUALIZE_IDS
+ ((vec3hash (vertex-index as f32)) * 2.0 - 1.0)
+ hue ((vertex-index as f32) / 100000)
else n
depthval.out = coord.z
albedo.out =
do
static-if VISUALIZE_LOD
- vec4 (hue (lod / MAX_WORLD_LOD)) 1
+ vec4 (hue (clamp (lod / MAX_WORLD_LOD) 0.0 1.0)) 1
else
vec4 1
matdata.out =
@@ 1789,7 1791,7 @@ fn collect-sectors ()
? (p.x >= c.x) 1:u32 0:u32
? (p.y >= c.y) 2:u32 0:u32
? (p.z >= c.z) 4:u32 0:u32
- mask := mask ^ 7
+ #mask := mask ^ 7
for index in (range 8:u32)
'append sector-queue
child-cell code (index ^ mask)