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Diffstat (limited to 'workspaces/test/shaders/ray_triangle.wgsl')
| -rw-r--r-- | workspaces/test/shaders/ray_triangle.wgsl | 30 |
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); -} |
