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-rw-r--r--workspaces/test/shaders/ray_triangle.wgsl30
1 files changed, 0 insertions, 30 deletions
diff --git a/workspaces/test/shaders/ray_triangle.wgsl b/workspaces/test/shaders/ray_triangle.wgsl
deleted file mode 100644
index 13341c8..0000000
--- a/workspaces/test/shaders/ray_triangle.wgsl
+++ /dev/null
@@ -1,30 +0,0 @@
-// This file is part of the 64k demo project.
-// Möller-Trumbore ray-triangle intersection algorithm.
-// Reference: "Fast, Minimum Storage Ray-Triangle Intersection"
-
-struct TriangleHit {
- uv: vec2<f32>,
- z: f32,
- N: vec3<f32>,
- hit: bool,
-};
-
-fn ray_triangle_intersection(
- orig: vec3<f32>,
- dir: vec3<f32>,
- p0: vec3<f32>,
- p1: vec3<f32>,
- p2: vec3<f32>
-) -> TriangleHit {
- let d10 = p1 - p0;
- let d20 = p2 - p0;
- let N = cross(d10, d20);
- let det = -dot(dir, N);
- 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 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);
-}