clean up
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8 changed files with 28 additions and 52 deletions
2
README.md
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2
README.md
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@ -0,0 +1,2 @@
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Simple cpu ray-marching in go
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Focus on Lisiblity & Features, sacrifice performance
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@ -43,10 +43,10 @@ func DefaultMaterial(diffuseColor Color) Material {
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diffuseColor: diffuseColor,
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diffuseColor: diffuseColor,
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diffuseFac: 1,
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diffuseFac: 1,
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specularColor: Vector3{255, 255, 255},
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specularColor: Vector3{255, 255, 255},
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specularFac: 2,
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specularFac: 1,
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specularExp: 35.0,
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specularExp: 35.0,
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reflectanceFac: 0.0,
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reflectanceFac: 0.0,
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reflectanceTint: Vector3{1.0, 1.0, 1.0},
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reflectanceTint: Vector3{255, 255, 255},
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refractFac: 0.0,
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refractFac: 0.0,
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refractIndice: 1.0,
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refractIndice: 1.0,
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}
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}
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@ -67,32 +67,6 @@ func MixMat(mat1 Material, mat2 Material, t float64, p Vector3) Material {
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}
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}
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}
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}
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// Setters
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func ChangeAmbiantColor(m *Material, newAmbiantColor Color) {
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m.ambiantColor = newAmbiantColor
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}
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func ChangeDiffuseColor(m *Material, newDiffuseColor Color) {
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m.diffuseColor = newDiffuseColor
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}
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func ChangeSpecularColor(m *Material, newSpecularColor Color) {
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m.specularColor = newSpecularColor
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}
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func ChangeDiffuseFac(m *Material, newDiffuseFac float64) {
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m.diffuseFac = newDiffuseFac
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}
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func ChangeSpecularFac(m *Material, newSpecularFac float64) {
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m.specularFac = newSpecularFac
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}
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func ChangeSpecularExp(m *Material, newSpecularExp float64) {
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m.specularExp = newSpecularExp
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}
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// Colors
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// Colors
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var RED = Vector3{255, 0, 0}
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var RED = Vector3{255, 0, 0}
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@ -4,11 +4,11 @@ package main
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type Sphere struct {
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type Sphere struct {
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center Vector3
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center Vector3
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radius float64
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radius float64
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material *Material
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material Material
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}
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}
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func (s Sphere) Distance(p Vector3) (float64, Material) {
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func (s Sphere) Distance(p Vector3) (float64, Material) {
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return p.Sub(s.center).Length() - s.radius, *s.material
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return p.Sub(s.center).Length() - s.radius, s.material
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}
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}
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// Box
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// Box
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@ -23,6 +23,7 @@ func (s Box) Distance(p Vector3) (float64, Material) {
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return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material
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return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material
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}
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}
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// Plane
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type Plane struct {
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type Plane struct {
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normal Vector3
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normal Vector3
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height float64
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height float64
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@ -17,18 +17,29 @@ const WIDTH = 500
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const HEIGHT = 500
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const HEIGHT = 500
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const PI = math.Pi
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const PI = math.Pi
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var sphereMat = RED_MAT
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var lightPos Vector3
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var lightPos = Vector3{0, -200, 800}
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var scene SmoothUnionSDF
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var sphere = Sphere{Vector3{0, 100, 5}, 10, &sphereMat}
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var plane = Plane{Vector3{0, 0, 1}, 0, WHITE_GREY_GRID_MAT}
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// var scene UnionSDF = UnionSDF{sphere, plane}
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var scene = SmoothUnionSDF{sphere, plane, 2}
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var cameraPos Vector3 = Vector3{0, -10, 30}
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// radius, theta, phi
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// radius, theta, phi
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var screenSpherical Vector3 = Vector3{10, PI/2 + 0.2, PI / 2}
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var screenSpherical Vector3
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var screenPhysicalSize float64 = 5
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var screenPhysicalSize float64
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var cameraPos Vector3
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func init() {
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lightPos = Vector3{0, -200, 800}
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cameraPos = Vector3{0, -10, 30}
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screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
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screenPhysicalSize = 5
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sphereMat := RED_MAT
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sphereMat.specularFac = 0.5
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sphere := Sphere{Vector3{0, 100, 5}, 10, sphereMat}
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plane := Plane{Vector3{0, 0, 1}, 0, WHITE_GREY_GRID_MAT}
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scene = SmoothUnionSDF{sphere, plane, 2}
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}
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func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
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func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
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lightVec := (lightPos.Sub(point)).Normalized()
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lightVec := (lightPos.Sub(point)).Normalized()
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@ -49,20 +60,14 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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p := origin
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p := origin
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for range MAX_STEP {
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for range MAX_STEP {
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dist, mat := scene.Distance(p)
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dist, mat := scene.Distance(p)
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// fmt.Println(dist)
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if dist < EPS {
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if dist < EPS {
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// fmt.Println("hit")
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normal := Gradient(scene, p, EPS).Normalized()
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normal := Gradient(scene, p, EPS).Normalized()
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return true, phongShading(p, normal, mat)
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return true, phongShading(p, normal, mat)
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}
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}
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if dist > MAX_DIST {
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if dist > MAX_DIST {
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break
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break
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}
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}
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// fmt.Println("Before")
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// fmt.Println(p, dist)
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p = p.Add(direction.Scale(dist))
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p = p.Add(direction.Scale(dist))
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// fmt.Println("After")
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// fmt.Println(p, DistanceOnly(scene, p))
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}
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}
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return false, GREY
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return false, GREY
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}
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}
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@ -70,7 +75,6 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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func genImage() *rl.Image {
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func genImage() *rl.Image {
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screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian()
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screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian()
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screenCenter := cameraPos.Add(screenCartesian)
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screenCenter := cameraPos.Add(screenCartesian)
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// fmt.Println(theta_vec, phi_vec)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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@ -81,7 +85,6 @@ func genImage() *rl.Image {
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origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy))
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origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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direction := (origin.Sub(cameraPos)).Normalized()
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// fmt.Println(origin, direction)
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hit, color_vec := rayMarch(origin, direction)
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hit, color_vec := rayMarch(origin, direction)
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var fr, fg, fb float64
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var fr, fg, fb float64
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@ -100,10 +103,6 @@ func genImage() *rl.Image {
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}
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}
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func main() {
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func main() {
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// ChangeDiffuseColor(&sphereMat, Vector3{0, 0, 255})
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ChangeSpecularFac(&sphereMat, 0.5)
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ChangeSpecularExp(&sphereMat, 20)
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// ChangeSpecularColor(&sphereMat, Vector3{0, 0, 255})
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rl.InitWindow(WIDTH, HEIGHT, "raymarching")
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rl.InitWindow(WIDTH, HEIGHT, "raymarching")
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texture := rl.LoadTextureFromImage(genImage())
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texture := rl.LoadTextureFromImage(genImage())
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