Removed spaces in brackets
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@@ -27,12 +27,12 @@ uniform vec3 u_rcampos;
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uniform mat4 u_invproj;
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uniform vec3 u_light;
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vec2 rayIntersection(vec3 p, vec3 dir, float radius) {
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vec2 rayIntersection(vec3 p, vec3 dir, float radius){
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float b = dot(p, dir);
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float c = dot(p, p) - radius * radius;
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float d = b * b - c;
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if (d < 0.0) {
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if(d < 0.0){
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return vec2(MAX, -MAX);
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}
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d = sqrt(d);
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@@ -43,7 +43,7 @@ vec2 rayIntersection(vec3 p, vec3 dir, float radius) {
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return vec2(near, far);
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}
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float miePhase(float g, float c, float cc) {
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float miePhase(float g, float c, float cc){
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float gg = g * g;
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float a = (1.0 - gg) * (1.0 + cc);
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@@ -55,20 +55,20 @@ float miePhase(float g, float c, float cc) {
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return 1.5 * a / b;
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}
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float rayleighPhase(float cc) {
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float rayleighPhase(float cc){
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return 0.75 * (1.0 + cc);
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}
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float density(vec3 p) {
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float density(vec3 p){
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return exp(-(length(p) - u_innerRadius) * (4.0 / (u_outerRadius - u_innerRadius)));
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}
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float optic(vec3 p, vec3 q) {
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float optic(vec3 p, vec3 q){
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vec3 step = (q - p) / fNumOutScatter;
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vec3 v = p + step * 0.5;
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float sum = 0.0;
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for (int i = 0; i < numOutScatter; i++) {
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for(int i = 0; i < numOutScatter; i++){
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sum += density(v);
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v += step;
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}
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@@ -76,7 +76,7 @@ float optic(vec3 p, vec3 q) {
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return sum;
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}
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vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l) {
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vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l){
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float len = (e.y - e.x) / fNumInScatter;
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vec3 step = dir * len;
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vec3 p = o + dir * e.x;
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