| layout(binding=0) writeonly texture2D dest; |
| |
| void main () { |
| half4 pixel = half4(0.0, 0.0, 0.0, 1.0); |
| |
| float max_x = 5.0; |
| float max_y = 5.0; |
| float x = (float(sk_GlobalInvocationID.x * 2 - width(dest)) / float(width(dest))); |
| float y = (float(sk_GlobalInvocationID.y * 2 - height(dest)) / float(height(dest))); |
| float3 ray_origin = float3(0.0, 0.0, -1.0); |
| float3 ray_target = float3(x * max_x, y * max_y, 0.0); |
| |
| float3 sphere_center = float3(0.0, 0.0, -10.0); |
| float sphere_radius = 1.0; |
| |
| float3 t_minus_c = ray_target - sphere_center; |
| float b = dot(ray_origin, t_minus_c); |
| float c = dot(t_minus_c, t_minus_c) - sphere_radius * sphere_radius; |
| float bsqmc = b * b - c; |
| |
| if (bsqmc >= 0.0) { |
| pixel = half4(0.4, 0.4, 1.0, 1.0); |
| } |
| |
| write(dest, sk_GlobalInvocationID.xy, pixel); |
| } |