Some machinations on a config structure as well as a restructure on how
I do logging.
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@@ -143,8 +143,11 @@ bool cast_light_intersection_ray(
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// ==================================================================================================
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constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
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constant float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f };
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constant float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f };
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// constant float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f };
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// constant float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f };
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constant float4 overshoot_color = { 0.00f, 0.00f, 0.00f, 0.00f };
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constant float4 overshoot_color_2 = { 0.00f, 0.00f, 0.00f, 0.00f };
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__kernel void raycaster(
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global char* map,
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@@ -191,9 +194,9 @@ __kernel void raycaster(
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// Yaw
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ray_dir = (float3)(
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ray_dir.x * cos((*cam_dir).y) - ray_dir.y * sin((*cam_dir).y),
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ray_dir.x * sin((*cam_dir).y) + ray_dir.y * cos((*cam_dir).y),
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ray_dir.z
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ray_dir.x * cos((*cam_dir).y) - ray_dir.y * sin((*cam_dir).y),
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ray_dir.x * sin((*cam_dir).y) + ray_dir.y * cos((*cam_dir).y),
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ray_dir.z
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);
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