|
@@ -71,7 +71,7 @@ fun ray_cast(view_ray: float3, dir: float3, vpos: float3): float {
|
|
|
|
|
|
// for (var i: int = 0; i < max_steps; i = i + 1) {
|
|
|
var i: int = 0;
|
|
|
- while (i < max_steps) {
|
|
|
+ while (i < int(max_steps)) {
|
|
|
hit_coord += dir;
|
|
|
var delta: float = get_delta_depth(view_ray, hit_coord);
|
|
|
if (delta > 0.0 && delta < 0.2) {
|
|
@@ -88,8 +88,8 @@ fun ray_cast(view_ray: float3, dir: float3, vpos: float3): float {
|
|
|
}
|
|
|
|
|
|
fun tangent(n: float3): float3 {
|
|
|
- var t1: float3 = cross(n, float3(0, 0, 1));
|
|
|
- var t2: float3 = cross(n, float3(0, 1, 0));
|
|
|
+ var t1: float3 = cross(n, float3(0.0, 0.0, 1.0));
|
|
|
+ var t2: float3 = cross(n, float3(0.0, 1.0, 0.0));
|
|
|
if (length(t1) > length(t2)) {
|
|
|
return normalize(t1);
|
|
|
}
|