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2026-08-11 09:53:42 -04:00

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GLSL

// See IntersectionUtils.glsl for the definitions of Ray, RayShapeIntersection,
// NO_HIT, Intersections
/* Box defines (set in Scene/VoxelBoxShape.js)
#define BOX_INTERSECTION_INDEX ### // always 0
*/
uniform sampler2D u_renderBoundPlanesTexture;
RayShapeIntersection intersectBoundPlanes(in Ray ray) {
vec4 lastEntry = vec4(ray.dir, -INF_HIT);
vec4 firstExit = vec4(-ray.dir, +INF_HIT);
for (int i = 0; i < 6; i++) {
vec4 boundPlane = getBoundPlane(u_renderBoundPlanesTexture, i);
vec4 intersection = intersectPlane(ray, boundPlane);
if (dot(ray.dir, boundPlane.xyz) < 0.0) {
lastEntry = intersection.w > lastEntry.w ? intersection : lastEntry;
} else {
firstExit = intersection.w < firstExit.w ? intersection: firstExit;
}
}
if (lastEntry.w < firstExit.w) {
return RayShapeIntersection(lastEntry, firstExit);
} else {
return RayShapeIntersection(vec4(-ray.dir, NO_HIT), vec4(ray.dir, NO_HIT));
}
}
void intersectShape(in Ray rayUV, in Ray rayEC, inout Intersections ix)
{
RayShapeIntersection intersection = intersectBoundPlanes(rayEC);
setShapeIntersection(ix, BOX_INTERSECTION_INDEX, intersection);
}