RayHit trace(inout Ray ray) { RayHit hit = createRayHit(); // floor intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0)); // spheres for (int i = 0; i < _activeSpheres; i++) { intersectSphere(ray, hit, _spheres[i]); } int sphereCount = 10; for (int i = 0; i < sphereCount; i++) { Sphere s; float a = i/float(sphereCount)*2.0*PI; float d = 17.0 + cos((1.3+a)*3.0) * 3.0; float r = 4.0 + sin(a*3.0)*2.0; s.cr = vec4(sin(a)*d,2.0*r+cos(a*5.0),cos(a)*d, r); s.albedo = vec3(.2); s.material = i % 3 == 0 ? MAT_CHROME : MAT_LAMBERT; intersectSphere(ray, hit, s); } sphereCount = 3; for (int i = 0; i < sphereCount; i++) { Sphere s; float a = i/float(sphereCount)*2.0*PI; float d = 5.0 + cos((5.34+a)*5.0) * 3.0; float r = 3.0 + sin(a*2.0)*1.5; s.cr = vec4(sin(a)*d,4.0*r+cos(a*5.0),cos(a)*d, r); s.albedo = vec3(.2); s.material = i % 3 == 0 ? MAT_CHROME : MAT_LAMBERT; intersectSphere(ray, hit, s); } ray.distance += hit.distance * float(hit.distance < INF); return hit; }