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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 | //This file is automatically rebuilt by the Cesium build process.
export default "// See IntersectionUtils.glsl for the definitions of Ray, RayShapeIntersection,\n\
// NO_HIT, Intersections\n\
\n\
/* Box defines (set in Scene/VoxelBoxShape.js)\n\
#define BOX_INTERSECTION_INDEX ### // always 0\n\
*/\n\
\n\
uniform sampler2D u_renderBoundPlanesTexture;\n\
\n\
RayShapeIntersection intersectBoundPlanes(in Ray ray) {\n\
vec4 lastEntry = vec4(ray.dir, -INF_HIT);\n\
vec4 firstExit = vec4(-ray.dir, +INF_HIT);\n\
for (int i = 0; i < 6; i++) {\n\
vec4 boundPlane = getBoundPlane(u_renderBoundPlanesTexture, i);\n\
vec4 intersection = intersectPlane(ray, boundPlane);\n\
if (dot(ray.dir, boundPlane.xyz) < 0.0) {\n\
lastEntry = intersection.w > lastEntry.w ? intersection : lastEntry;\n\
} else {\n\
firstExit = intersection.w < firstExit.w ? intersection: firstExit;\n\
}\n\
}\n\
\n\
if (lastEntry.w < firstExit.w) {\n\
return RayShapeIntersection(lastEntry, firstExit);\n\
} else {\n\
return RayShapeIntersection(vec4(-ray.dir, NO_HIT), vec4(ray.dir, NO_HIT));\n\
}\n\
}\n\
\n\
void intersectShape(in Ray rayUV, in Ray rayEC, inout Intersections ix)\n\
{\n\
RayShapeIntersection intersection = intersectBoundPlanes(rayEC);\n\
setShapeIntersection(ix, BOX_INTERSECTION_INDEX, intersection);\n\
}\n\
";
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