commit 85641231c2d578e1a13889b880aadc26d5ab092d Author: Shylie Date: Sat Apr 8 12:51:11 2023 -0400 initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..ace8288 --- /dev/null +++ b/.gitignore @@ -0,0 +1,3 @@ +rt.* +build/ +.vs/ diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..46a9404 --- /dev/null +++ b/Makefile @@ -0,0 +1,255 @@ +#--------------------------------------------------------------------------------- +.SUFFIXES: +#--------------------------------------------------------------------------------- + +ifeq ($(strip $(DEVKITARM)),) +$(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") +endif + +TOPDIR ?= $(CURDIR) +include $(DEVKITARM)/3ds_rules + +#--------------------------------------------------------------------------------- +# TARGET is the name of the output +# BUILD is the directory where object files & intermediate files will be placed +# SOURCES is a list of directories containing source code +# DATA is a list of directories containing data files +# INCLUDES is a list of directories containing header files +# GRAPHICS is a list of directories containing graphics files +# GFXBUILD is the directory where converted graphics files will be placed +# If set to $(BUILD), it will statically link in the converted +# files as if they were data files. +# +# NO_SMDH: if set to anything, no SMDH file is generated. +# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional) +# APP_TITLE is the name of the app stored in the SMDH file (Optional) +# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional) +# APP_AUTHOR is the author of the app stored in the SMDH file (Optional) +# ICON is the filename of the icon (.png), relative to the project folder. +# If not set, it attempts to use one of the following (in this order): +# - .png +# - icon.png +# - /default_icon.png +#--------------------------------------------------------------------------------- +TARGET := $(notdir $(CURDIR)) +BUILD := build +SOURCES := source +DATA := data +INCLUDES := include +GRAPHICS := gfx +GFXBUILD := $(BUILD) +#ROMFS := romfs +#GFXBUILD := $(ROMFS)/gfx + +#--------------------------------------------------------------------------------- +# options for code generation +#--------------------------------------------------------------------------------- +ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft + +CFLAGS := -g -Wall -O2 -mword-relocations \ + -ffunction-sections \ + $(ARCH) + +CFLAGS += $(INCLUDE) -D__3DS__ + +CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11 + +ASFLAGS := -g $(ARCH) +LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) + +LIBS := -lcitro3d -lctru -lm + +#--------------------------------------------------------------------------------- +# list of directories containing libraries, this must be the top level containing +# include and lib +#--------------------------------------------------------------------------------- +LIBDIRS := $(CTRULIB) + + +#--------------------------------------------------------------------------------- +# no real need to edit anything past this point unless you need to add additional +# rules for different file extensions +#--------------------------------------------------------------------------------- +ifneq ($(BUILD),$(notdir $(CURDIR))) +#--------------------------------------------------------------------------------- + +export OUTPUT := $(CURDIR)/$(TARGET) +export TOPDIR := $(CURDIR) + +export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ + $(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \ + $(foreach dir,$(DATA),$(CURDIR)/$(dir)) + +export DEPSDIR := $(CURDIR)/$(BUILD) + +CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) +CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) +SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) +PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica))) +SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist))) +GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s))) +BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) + +#--------------------------------------------------------------------------------- +# use CXX for linking C++ projects, CC for standard C +#--------------------------------------------------------------------------------- +ifeq ($(strip $(CPPFILES)),) +#--------------------------------------------------------------------------------- + export LD := $(CC) +#--------------------------------------------------------------------------------- +else +#--------------------------------------------------------------------------------- + export LD := $(CXX) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +#--------------------------------------------------------------------------------- +ifeq ($(GFXBUILD),$(BUILD)) +#--------------------------------------------------------------------------------- +export T3XFILES := $(GFXFILES:.t3s=.t3x) +#--------------------------------------------------------------------------------- +else +#--------------------------------------------------------------------------------- +export ROMFS_T3XFILES := $(patsubst %.t3s, $(GFXBUILD)/%.t3x, $(GFXFILES)) +export T3XHFILES := $(patsubst %.t3s, $(BUILD)/%.h, $(GFXFILES)) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) + +export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \ + $(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \ + $(addsuffix .o,$(T3XFILES)) + +export OFILES := $(OFILES_BIN) $(OFILES_SOURCES) + +export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \ + $(addsuffix .h,$(subst .,_,$(BINFILES))) \ + $(GFXFILES:.t3s=.h) + +export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ + $(foreach dir,$(LIBDIRS),-I$(dir)/include) \ + -I$(CURDIR)/$(BUILD) + +export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) + +export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh) + +ifeq ($(strip $(ICON)),) + icons := $(wildcard *.png) + ifneq (,$(findstring $(TARGET).png,$(icons))) + export APP_ICON := $(TOPDIR)/$(TARGET).png + else + ifneq (,$(findstring icon.png,$(icons))) + export APP_ICON := $(TOPDIR)/icon.png + endif + endif +else + export APP_ICON := $(TOPDIR)/$(ICON) +endif + +ifeq ($(strip $(NO_SMDH)),) + export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh +endif + +ifneq ($(ROMFS),) + export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS) +endif + +.PHONY: all clean + +#--------------------------------------------------------------------------------- +all: $(BUILD) $(GFXBUILD) $(DEPSDIR) $(ROMFS_T3XFILES) $(T3XHFILES) + @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile + +$(BUILD): + @mkdir -p $@ + +ifneq ($(GFXBUILD),$(BUILD)) +$(GFXBUILD): + @mkdir -p $@ +endif + +ifneq ($(DEPSDIR),$(BUILD)) +$(DEPSDIR): + @mkdir -p $@ +endif + +#--------------------------------------------------------------------------------- +clean: + @echo clean ... + @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD) + +#--------------------------------------------------------------------------------- +$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @tex3ds -i $< -H $(BUILD)/$*.h -d $(DEPSDIR)/$*.d -o $(GFXBUILD)/$*.t3x + +#--------------------------------------------------------------------------------- +else + +#--------------------------------------------------------------------------------- +# main targets +#--------------------------------------------------------------------------------- +$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS) + +$(OFILES_SOURCES) : $(HFILES) + +$(OUTPUT).elf : $(OFILES) + +#--------------------------------------------------------------------------------- +# you need a rule like this for each extension you use as binary data +#--------------------------------------------------------------------------------- +%.bin.o %_bin.h : %.bin +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @$(bin2o) + +#--------------------------------------------------------------------------------- +.PRECIOUS : %.t3x +#--------------------------------------------------------------------------------- +%.t3x.o %_t3x.h : %.t3x +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @$(bin2o) + +#--------------------------------------------------------------------------------- +# rules for assembling GPU shaders +#--------------------------------------------------------------------------------- +define shader-as + $(eval CURBIN := $*.shbin) + $(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d) + echo "$(CURBIN).o: $< $1" > $(DEPSFILE) + echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h + echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h + echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h + picasso -o $(CURBIN) $1 + bin2s $(CURBIN) | $(AS) -o $*.shbin.o +endef + +%.shbin.o %_shbin.h : %.v.pica %.g.pica + @echo $(notdir $^) + @$(call shader-as,$^) + +%.shbin.o %_shbin.h : %.v.pica + @echo $(notdir $<) + @$(call shader-as,$<) + +%.shbin.o %_shbin.h : %.shlist + @echo $(notdir $<) + @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file))) + +#--------------------------------------------------------------------------------- +%.t3x %.h : %.t3s +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @tex3ds -i $< -H $*.h -d $*.d -o $*.t3x + +-include $(DEPSDIR)/*.d + +#--------------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------------- diff --git a/source/main.cpp b/source/main.cpp new file mode 100644 index 0000000..2886a4f --- /dev/null +++ b/source/main.cpp @@ -0,0 +1,259 @@ +#include <3ds.h> +#include + +#include "vshader_shbin.h" + +constexpr u32 DISPLAY_TRANSFER_FLAGS = +GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | +GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | +GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO); + +constexpr u32 CLEAR_COLOR = 0; + +struct vertex +{ + float direction[3]; + float coords[3]; +}; + +class camera +{ +public: + camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio) + { + const float theta = C3D_AngleFromDegrees(vfov); + const float h = tanf(theta / 2.0f); + const float viewportHeight = 2.0f * h; + const float viewportWidth = aspectRatio * viewportHeight; + + const C3D_FVec w = FVec3_Normalize(FVec3_Subtract(lookfrom, lookat)); + const C3D_FVec u = FVec3_Normalize(FVec3_Cross(vup, w)); + const C3D_FVec v = FVec3_Cross(w, u); + + origin = lookfrom; + horizontal = FVec3_Scale(u, viewportWidth); + vertical = FVec3_Scale(v, viewportHeight); + lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w); + } + + C3D_FVec getOrigin() const + { + return origin; + } + + void setupVertices(vertex* vs, const unsigned int w, const unsigned int h) const + { + for (unsigned int x = 0; x < w; x++) + { + for (unsigned int y = 0; y < h; y++) + { + getRay(vs[x + y * w], static_cast(x) / (w - 1), static_cast(y) / (h - 1)); + } + } + } + +private: + C3D_FVec origin; + C3D_FVec lowerLeftCorner; + C3D_FVec horizontal; + C3D_FVec vertical; + + void getRay(vertex& v, const float s, const float t) const + { + const C3D_FVec dir = FVec3_Add(lowerLeftCorner, FVec3_Add(FVec3_Scale(horizontal, t), FVec3_Scale(vertical, s))); + + v.direction[0] = dir.x; + v.direction[1] = dir.y; + v.direction[2] = dir.z; + + v.coords[0] = 2.0f * s - 1.0f; + v.coords[1] = 2.0f * t - 1.0f; + v.coords[2] = -0.5f; + } +}; + +static DVLB_s* vshaderDVLB; +static shaderProgram_s program; +static s8 spheresUniformLocation; + +static constexpr unsigned int VERTEX_COUNT_W = 150; +static constexpr unsigned int VERTEX_COUNT_H = 250; +static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H; + +static vertex vertexList[VERTEX_COUNT]; +static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2]; + +static void* vboData; +static void* iboData; + +static void setupVertices(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up) +{ + constexpr float VFOV = 90; + constexpr float ASPECT_RATIO = 400.0f / 240.0f; + + camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO); + cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H); + + *C3D_FixedAttribGetWritePtr(0) = cam.getOrigin(); + + memcpy(vboData, vertexList, sizeof(vertexList)); +} + +static void sceneInit() +{ + vboData = linearAlloc(sizeof(vertexList)); + camera cam(FVec3_New(0, 0.25f, 0), FVec3_New(0, 0, -1), FVec3_New(0, 1, 0), 90, 400.0f / 240.0f); + + cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H); + + unsigned int v = 0; + for (unsigned int y = 0; y < VERTEX_COUNT_H; y++) + { + vertexIndices[v++] = y * VERTEX_COUNT_W; + + for (unsigned int x = 0; x < VERTEX_COUNT_W; x++) + { + vertexIndices[v++] = y * VERTEX_COUNT_W + x; + vertexIndices[v++] = (y + 1) * VERTEX_COUNT_W + x; + } + + vertexIndices[v++] = (y + 2) * VERTEX_COUNT_W - 1; + } + + vshaderDVLB = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); + shaderProgramInit(&program); + shaderProgramSetVsh(&program, &vshaderDVLB->DVLE[0]); + C3D_BindProgram(&program); + + spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres"); + + C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); + AttrInfo_Init(attrInfo); + AttrInfo_AddFixed(attrInfo, 0); + AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); + AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); + + iboData = linearAlloc(sizeof(vertexIndices)); + memcpy(iboData, vertexIndices, sizeof(vertexIndices)); + + C3D_BufInfo* bufInfo = C3D_GetBufInfo(); + BufInfo_Init(bufInfo); + BufInfo_Add(bufInfo, vboData, sizeof(vertex), 2, 0x21); + + C3D_TexEnv* env = C3D_GetTexEnv(0); + C3D_TexEnvInit(env); + C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR); + C3D_TexEnvFunc(env, C3D_Both, GPU_ADD); + + C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3); + spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f); + spheres[1] = FVec4_New(0.5f, 0.0f, -1.0f, 0.5f); + spheres[2] = FVec4_New(-0.5f, 0.0f, -1.0f, 0.5f); +} + +static void sceneRender() +{ + C3D_DrawElements(GPU_TRIANGLE_STRIP, VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2, C3D_UNSIGNED_SHORT, iboData); +} + +static void sceneExit() +{ + linearFree(vboData); + linearFree(iboData); + + shaderProgramFree(&program); + DVLB_Free(vshaderDVLB); +} + +int main(int argc, char* argv[]) +{ + gfxInitDefault(); + C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); + + C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); + C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); + + sceneInit(); + + C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0); + C3D_FVec lookAt = FVec3_New(0, 0, -1.0f); + C3D_FVec vup = FVec3_New(0, 1.0f, 0); + bool dirty = false; + + setupVertices(lookFrom, lookAt, vup); + + // Main loop + while (aptMainLoop()) + { + hidScanInput(); + + const u32 kDown = hidKeysHeld(); + if (kDown & KEY_START) + { + break; // break in order to return to hbmenu + } + + constexpr float MOVE_RATE = 1.0f / 60.0f; + + C3D_FVec diff = FVec3_New(0, 0, 0); + if (kDown & KEY_DLEFT) + { + diff.x -= MOVE_RATE; + + dirty = true; + } + if (kDown & KEY_DRIGHT) + { + diff.x += MOVE_RATE; + + dirty = true; + } + if (kDown & KEY_DUP) + { + diff.z += MOVE_RATE; + + dirty = true; + } + if (kDown & KEY_DDOWN) + { + diff.z -= MOVE_RATE; + + dirty = true; + } + if (kDown & KEY_L) + { + diff.y -= MOVE_RATE; + + dirty = true; + } + if (kDown & KEY_R) + { + diff.y += MOVE_RATE; + + dirty = true; + } + + lookFrom = FVec3_Add(lookFrom, diff); + + if (dirty) + { + setupVertices(lookFrom, lookAt, vup); + dirty = false; + } + + if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW)) + { + C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); + C3D_FrameDrawOn(target); + sceneRender(); + C3D_FrameEnd(0); + } + } + + sceneExit(); + + C3D_Fini(); + gfxExit(); + + return 0; +} diff --git a/source/vshader.v.pica b/source/vshader.v.pica new file mode 100644 index 0000000..db46fef --- /dev/null +++ b/source/vshader.v.pica @@ -0,0 +1,171 @@ +.constf myconst(0.0, 1.0, 0.01, 1000.0) +.constf myconst2(0.25, 0.0, 0.0, 0.0) +.alias zeros myconst.xxxx +.alias ones myconst.yyyy +.alias near myconst.zzzz +.alias far myconst.wwww +.alias defaultMissColor myconst.xxxy +.alias defaultHitColor myconst.yxxy +.alias halfs myconst2.xxxx + +.consti bounceLoopParams(0, 0, 1, 0) +.consti calcSphereLoopParams(2, 0, 1, 0) + +.setb b0 true +.alias true b0 + +; xyz center (in world space) +; w radius (in world space) +.fvec spheres[3] + +.in inOrigin v0 +.in inDirection v1 +.in inPos v2 + +.out outPos position +.out outColor color + +.proc main + ; outPos = inPos + mov outPos, inPos + + ; r1 = inOrigin + mov r1, inOrigin + + ; r2 = inDirection + mov r2, inDirection + + ; calculate light bounces + for bounceLoopParams + ; r4 = (0, 0, 0, far) + mov r4, myconst.xxxw + + ; for each sphere + for calcSphereLoopParams + ; r3 = spheres[i] + mov r3, spheres[aL] + + ; do calculation + ; call calcSphere + ; vec3 oc = origin - center + add r8.xyz, r1.xyz, -r3.xyz + + ; float a = dot(direction, direction) + dp3 r9.x, r2.xyz, r2.xyz + + ; float halfB = dot(oc, direction) + dp3 r9.y, r8.xyz, r2.xyz + + ; float radiusSquared = radius * radius + mul r8.w, r3.w, r3.w + + ; float c = dot(oc, oc) - radius * radius + dp3 r9.z, r8.xyz, r8.xyz + add r9.z, r9.z, -r8.w + + ; float halfBSquared = halfB * halfB; + mul r8.w, r9.y, r9.y + + ; float ac = a * c; + mul r9.w, r9.x, r9.z + + ; float discriminant = bSquared - ac + add r8.w, r8.w, -r9.w + + ; if discriminant < 0, exit procedure early + cmp zeros, gt, gt, r8.w + jmpc cmp.x, calcSphereExit + + ; calculate t + ; float sqrtDiscriminant = sqrt(discriminant) + rsq r8.w, r8.w + rcp r8.w, r8.w + + ; a = 1 / a + rcp r9.x, r9.x + + ; float root = (-halfB - sqrtDiscriminant) / a + add r9.z, -r9.y, -r8.w + mul r9.z, r9.z, r9.x + + ; if root < min distance, check other root + cmp near, gt, gt, r9.z + jmpc cmp.x, calcSphereCheckOtherRoot + + ; if root > max distance, check other root + cmp r9.z, gt, gt, r4.w + jmpc cmp.x, calcSphereCheckOtherRoot + + ; if root is in range, finalize calculations + jmpu true, calcSphereFin + + calcSphereCheckOtherRoot: + + ; float root = (-halfB + sqrtDiscriminant) / a + add r9.z, -r9.y, r8.w + mul r9.z, r9.z, r9.x + + ; if root < min distance, check other root + cmp near, gt, gt, r9.z + jmpc cmp.x, calcSphereExit + + ; if root > max distance, check other root + cmp r9.z, gt, gt, r4.w + jmpc cmp.x, calcSphereExit + + calcSphereFin: + + ; change max distance to closest hit + mov r4.w, r9.z + + ; calculate new origin + mul r5.xyz, r2.xyz, r9.zzz + add r5.xyz, r5.xyz, r1.xyz + + ; calculate normal + add r7.xyz, r5.xyz, -r3.xyz + rcp r3.w, r3.w + mul r7.xyz, r7.xyz, r3.w + + ; assign color + mov r4.xyz, r7.xyz + add r4.xyz, ones, r4.xyz + mul r4.xyz, halfs, r4.xyz + + ; early exit label + calcSphereExit: + nop + ; done with calculation + .end + .end + + ; copy final color to output + mov outColor.xyz, r4.xyz + ; set alpha to 1 + mov outColor.w, ones + + end +.end + +; Inputs +; ------ +; r1.xyz: ray origin +; r2.xyz: ray direction +; r3.xyzw: sphere info +; r4.w: min distance +; +; Outputs +; ------- +; r4.w: new min distance +; r4.xyz: new color +; +; Temporaries +; ----------- +; r5.xyz: new origin +; r6.xyz: new direction +; r7.xyz: hit normal +; r8 +; r9 +; +;.proc calcSphere +;.end \ No newline at end of file