oglc/shader/include/scene.glsl

18 lines
348 B
GLSL

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]);
}
ray.distance += hit.distance * float(hit.distance < INF);
return hit;
}