Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef CONSTANTS_GLSL
#define CONSTANTS_GLSL
precision highp float;
const float M_PI = 3.1415926535897F; // PI
const float M_TWO_PI = 6.2831853071795F; // 2*PI
const float M_PI_2 = 1.5707963267948F; // PI/2
const float M_PI_4 = 0.7853981633974F; // PI/4
const float M_1_OVER_PI = 0.3183098861837F; // 1/PI
const float M_2_OVER_PI = 0.6366197723675F; // 2/PI
const float INFINITE = 1e32F;
#endif // CONSTANTS_GLSL