remove some debug to make it clearer where I left off
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@@ -27,7 +27,7 @@ float4 cast_light_rays(float3 eye_direction, float3 ray_origin, float4 voxel_col
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for (int i = 0; i < *light_count; i++) {
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float3 light_direction = (lights[10 * i + 7], lights[10 * i + 8], lights[10 * i + 9]);
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float c = 1.5;
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float c = 1.0;
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if (dot(light_direction, voxel_normal) > 0.0) {
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float3 halfwayVector = normalize(light_direction + eye_direction);
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@@ -37,9 +37,11 @@ float4 cast_light_rays(float3 eye_direction, float3 ray_origin, float4 voxel_col
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}
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}
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/*if (get_global_id(0) == 0)
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printf("%f", intensity);*/
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return voxel_color * (intensity) + ambient_constant;
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//if (get_global_id(0) == 0)
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// printf("%i", *light_count);
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voxel_color *= intensity;
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voxel_color.w += ambient_constant;
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return voxel_color;
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// for every light
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//
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@@ -174,7 +176,7 @@ __kernel void min_kern(
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float3 vox = convert_float3(voxel);
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float3 norm = normalize(convert_float3(mask));
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float3 norm = normalize(fabs(convert_float3(mask)));
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float4 color = (float4)(0.25, 0.00, 0.25, 1.00);
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