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- [Raymarching] Add orthographic projection.
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@ -7,8 +7,7 @@ function Node_RM_Combine(_x, _y, _group = noone) : Node_RM(_x, _y, _group) const
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 1] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ])
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.setVisible(false, false);
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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inputs[| 2] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
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@ -59,10 +59,9 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_RM(_x, _y, _group) con
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 13] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ])
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.setVisible(false, false);
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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inputs[| 14] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.)
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inputs[| 14] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1.)
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inputs[| 15] = nodeValue("Wave Amplitude", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector);
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@ -7,8 +7,7 @@ function Node_RM_Render(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constr
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 1] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ])
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.setVisible(false, false);
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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inputs[| 2] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
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@ -780,16 +780,27 @@ vec4 scene() {
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mat3 camRotMatrix = rx * ry * rz;
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mat3 camIrotMatrix = inverse(camRotMatrix);
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float dz = 1. / tan(radians(fov) / 2.);
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vec3 dir, eye;
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vec2 cps = (v_vTexcoord - .5) * 2.;
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cps.x *= camRatio;
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vec3 dir = vec3(cps, -dz);
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vec3 eye = vec3(0., 0., 5.);
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cps.x *= camRatio;
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if(ortho == 0) {
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float dz = 1. / tan(radians(fov) / 2.);
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dir = vec3(cps, -dz);
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eye = vec3(0., 0., 5.);
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} else if(ortho == 1) {
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dir = vec3(0., 0., -1.);
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eye = vec3(cps * orthoScale, 5.);
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}
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dir = normalize(camIrotMatrix * dir);
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eye = camIrotMatrix * eye;
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eye /= camScale;
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eye /= camScale;
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if(volumetric[0] == 1) {
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float _dens = clamp(marchDensity(eye, dir), 0., 1.);
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