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-rw-r--r--shaders/compute.comp16
1 files changed, 8 insertions, 8 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index c1c4163..6e6e8a1 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -5,9 +5,9 @@ struct ray {
vec3 direction;
};
-const uint LAMBERTIAN_MATERIAL = 0;
-const uint METAL_MATERIAL = 1;
-const uint DIELECTRIC_MATERIAL = 2;
+const uint LAMBERTIAN_MATERIAL = 0;
+const uint METAL_MATERIAL = 1;
+const uint DIELECTRIC_MATERIAL = 2;
struct material {
vec4 albedo;
@@ -48,8 +48,8 @@ layout(set = 0, binding = 0) buffer Inputs {
vec4 ground_color;
camera cam;
- vec2[100] random_offset;
- vec2[100] random_disk;
+ vec2[1000] random_offset;
+ vec2[1000] random_disk;
vec4[1000] random_in_sphere;
sphere[512] spheres;
@@ -183,9 +183,9 @@ vec4 ray_color(ray r, uint sample_index) {
vec2 seed = vec2(info.point.x * sample_index, info.point.y * bounces) * gl_GlobalInvocationID.xy;
ray scattered;
vec4 attenuation;
- if (info.mat.type == LAMBERTIAN_MATERIAL && lambertian_scattering(info.mat, current_ray, seed, info, attenuation, scattered) ||
- info.mat.type == METAL_MATERIAL && metal_scattering(info.mat, current_ray, seed, info, attenuation, scattered) ||
- info.mat.type == DIELECTRIC_MATERIAL && dielectric_scattering(info.mat, current_ray, seed, info, attenuation, scattered)) {
+ if ((info.mat.type == LAMBERTIAN_MATERIAL && lambertian_scattering(info.mat, current_ray, seed, info, attenuation, scattered)) ||
+ (info.mat.type == METAL_MATERIAL && metal_scattering(info.mat, current_ray, seed, info, attenuation, scattered)) ||
+ (info.mat.type == DIELECTRIC_MATERIAL && dielectric_scattering(info.mat, current_ray, seed, info, attenuation, scattered))) {
final_color *= attenuation;
current_ray = scattered;
} else {