@@ -201,7 +201,7 @@
void main(void) {
- // fragment position
+ // screen position
vec2 screenPos = ( gl_FragCoord.xy * 2.0 - resolution ) / min( resolution.x, resolution.y );
// convert ray direction from screen coordinate to world coordinate
@@ -211,6 +211,7 @@
// camera position
vec3 cPos = cameraPosition;
+ // cast ray
vec3 color = vec3( 0.0 );
vec3 pos, normal;
bool hit;