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@ -34,8 +34,8 @@ float rand_angle(uint2 pos, uint ray_index) {
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int3 noise_coord = int3(1, 1, 1);
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noise_coord += int3(pos.xy, ray_index);
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// noise_coord.xyz += g_constants.frame_seed.xyz;
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noise_coord.xy -= g_constants.camera_offset;
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noise_coord.xyz += g_constants.frame_seed.xyz;
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// noise_coord.xy -= g_constants.camera_offset;
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uint noise = noise_tex[noise_coord % uint3(SH_BLUE_NOISE_TEX_WIDTH, SH_BLUE_NOISE_TEX_HEIGHT, SH_BLUE_NOISE_TEX_DEPTH)];
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return ((float)noise / (float)0xFFFF) * TAU;
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11
src/config.h
11
src/config.h
@ -24,14 +24,13 @@
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#define RESOURCE_RELOADING (DEVELOPER && !RESOURCES_EMBEDDED)
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#define DEFAULT_CAMERA_WIDTH (16)
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#define DEFAULT_CAMERA_HEIGHT (DEFAULT_CAMERA_WIDTH / (16.0 / 9.0))
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/* Rendered image size will be (camera_width * pixels_per_unit) x (camera_height * pixels_per_unit) */
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#define PIXELS_PER_UNIT 40.0
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#define DEFAULT_CAMERA_HEIGHT ((f64)DEFAULT_CAMERA_WIDTH / (16.0 / 9.0))
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/* Rendered texture size + extra room for off-screen light falloff */
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#define RENDER_WIDTH (640 + 200)
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#define RENDER_HEIGHT (360 + 200)
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#define RENDER_WIDTH (640 + 250)
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#define RENDER_HEIGHT (360 + 250)
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#define PIXELS_PER_UNIT ((f64)640 / (f64)DEFAULT_CAMERA_WIDTH)
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/* How many ticks back in time should the user thread blend between?
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* <Delay> = <USER_INTERP_RATIO> * <Tick interval>
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@ -987,7 +987,7 @@ INTERNAL void user_update(struct sys_window *window)
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* ========================== */
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b32 effects_disabled = 0;
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G.render_size = V2(RENDER_WIDTH, RENDER_HEIGHT);
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G.render_size = v2_round(V2(RENDER_WIDTH, RENDER_HEIGHT));
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if (G.debug_camera) {
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G.render_size = G.ui_size;
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