lygia
/v1.1.6
/lighting
/debugCube
)debuging cube http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
Use:
<vec3> debugCube(<vec3> _normal, <float> cube_size, <float> lod)
#ifndef FNC_DEBUGCUBE
#define FNC_DEBUGCUBE
vec3 debugCube(const in vec3 v, const in float cube_size, const in float lod ) {
float M = max(max(abs(v.x), abs(v.y)), abs(v.z));
float scale = 1.0 - exp2(lod) / cube_size;
if (abs(v.x) != M) v.x *= scale;
if (abs(v.y) != M) v.y *= scale;
if (abs(v.z) != M) v.z *= scale;
return v;
}
#endif
Use:
<float3> debugCube(<float3> _norma, <float> cube_size, <float> lod)
#ifndef FNC_DEBUGCUBE
#define FNC_DEBUGCUBE
float3 debugCube( float3 v, float cube_size, float lod ) {
float M = max(max(abs(v.x), abs(v.y)), abs(v.z));
float scale = 1.0 - exp2(lod) / cube_size;
if (abs(v.x) != M) v.x *= scale;
if (abs(v.y) != M) v.y *= scale;
if (abs(v.z) != M) v.z *= scale;
return v;
}
#endif
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