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@ -203,21 +203,21 @@ int test_compute_gtx() |
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for(std::size_t k = 0; k < Output.size(); ++k) |
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{ |
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float i = float(k) / 1000.f; |
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float i = float(k) / 1000.f + 0.001f; |
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glm::vec3 A = glm::normalize(glm::vec3(i)); |
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glm::vec3 B = glm::cross(A, glm::vec3(0, 0, 1)); |
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glm::vec3 B = glm::cross(A, glm::normalize(glm::vec3(1, 1, 2))); |
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glm::mat4 C = glm::rotate(glm::mat4(1.0f), i, B); |
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glm::mat4 D = glm::scale(C, glm::vec3(0.8f, 1.0f, 1.2f)); |
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glm::mat4 E = glm::translate(D, glm::vec3(1.4f, 1.2f, 1.1f)); |
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glm::mat4 F = glm::perspective(i, 1.5f, 0.1f, 1000.f); |
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glm::mat4 G = glm::inverse(F * E); |
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glm::vec3 H = glm::unProject(glm::vec3(i), G, F, E[3]); |
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glm::vec3 I = glm::project(H, G, F, E[3]); |
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glm::mat4 J = glm::lookAt(glm::normalize(B), H, I); |
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glm::vec3 I = glm::any(glm::isnan(glm::project(H, G, F, E[3]))) ? glm::vec3(2) : glm::vec3(1); |
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glm::mat4 J = glm::lookAt(glm::normalize(glm::max(B, glm::vec3(0.001f))), H, I); |
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glm::mat4 K = glm::transpose(J); |
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glm::quat L = glm::normalize(glm::quat_cast(K)); |
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glm::vec4 M = L * glm::smoothstep(K[3], J[3], glm::vec4(i)); |
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glm::mat4 N = glm::mat4(glm::normalize(M), K[3], J[3], glm::vec4(i)); |
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glm::mat4 N = glm::mat4(glm::normalize(glm::max(M, glm::vec4(0.001f))), K[3], J[3], glm::vec4(i)); |
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glm::mat4 O = N * glm::inverse(N); |
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glm::vec4 P = O * glm::reflect(N[3], glm::vec4(A, 1.0f)); |
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glm::vec4 Q = glm::vec4(glm::dot(M, P)); |
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