Remove temporary debug colouring in ray generation

This commit is contained in:
Jarrod Doyle 2024-05-11 13:57:37 +01:00
parent deeea06e92
commit e030ee7179
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 0 additions and 4 deletions

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@ -36,8 +36,4 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
let idx = img_coord.x + img_coord.y * img_dims.x; let idx = img_coord.x + img_coord.y * img_dims.x;
let ray = Ray(ray_pos, 0.0, ray_dir, 0); let ray = Ray(ray_pos, 0.0, ray_dir, 0);
rays[idx] = ray; rays[idx] = ray;
// Temp
var color = vec4<f32>(f32(img_coord.x) / f32(img_dims.x), f32(img_coord.y) / f32(img_dims.y), 0.5, 1.0);
textureStore(output, img_coord, color);
} }