diff options
Diffstat (limited to 'common/shaders/ray_triangle.wgsl')
| -rw-r--r-- | common/shaders/ray_triangle.wgsl | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/common/shaders/ray_triangle.wgsl b/common/shaders/ray_triangle.wgsl index 13341c8..ece823a 100644 --- a/common/shaders/ray_triangle.wgsl +++ b/common/shaders/ray_triangle.wgsl @@ -3,18 +3,18 @@ // Reference: "Fast, Minimum Storage Ray-Triangle Intersection" struct TriangleHit { - uv: vec2<f32>, + uv: vec2f, z: f32, - N: vec3<f32>, + N: vec3f, hit: bool, }; fn ray_triangle_intersection( - orig: vec3<f32>, - dir: vec3<f32>, - p0: vec3<f32>, - p1: vec3<f32>, - p2: vec3<f32> + orig: vec3f, + dir: vec3f, + p0: vec3f, + p1: vec3f, + p2: vec3f ) -> TriangleHit { let d10 = p1 - p0; let d20 = p2 - p0; @@ -23,7 +23,7 @@ fn ray_triangle_intersection( let invdet = 1.0 / det; let d0 = orig - p0; let nd = cross(d0, dir); - let uv = vec2<f32>(dot(d20, nd), -dot(d10, nd)) * invdet; + let uv = vec2f(dot(d20, nd), -dot(d10, nd)) * invdet; let z = dot(d0, N) * invdet; let hit = det > 0.0 && z >= 0.0 && uv.x >= 0.0 && uv.y >= 0.0 && (uv.x + uv.y) < 1.0; return TriangleHit(uv, z, N, hit); |
