From 42d3a39fe1d7be89a9c1b0cd412a2ff18b95e908 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?T=C3=81NCZOS=20Vilmos=20Zsombor?= Date: Sat, 31 May 2025 23:57:39 +0200 Subject: [PATCH] raymarch from cube edge, not from the camera --- assets/shaders/mandelbulb.wgsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/assets/shaders/mandelbulb.wgsl b/assets/shaders/mandelbulb.wgsl index b4c84d3..dba3c79 100644 --- a/assets/shaders/mandelbulb.wgsl +++ b/assets/shaders/mandelbulb.wgsl @@ -89,7 +89,7 @@ fn fragment( ) -> FragmentOutput { var in = vertex_output; - let ray_origin = view.world_position; + let ray_origin = in.world_position.xyz; let ray_direction = normalize(in.world_position.xyz - view.world_position); let local_origin = (volu_material.model_inverse * vec4(ray_origin, 1.0)).xyz; @@ -100,7 +100,7 @@ fn fragment( var out: FragmentOutput; if t > 0.0 { - let local_hit_point = ray_origin + t * ray_direction; + let local_hit_point = local_origin + t * local_direction; let local_normal = mandelbulb_normal(local_hit_point); let world_hit_point = (transpose(volu_material.model_inverse) * vec4(local_hit_point, 1.0)).xyz;