#define FLOOR_OFFS vec3(3.0, 0.0, 0.0)
#define FLOOR_SIZE vec2(5.5, 15.0)
+#define REFL_POS vec3(1.36, -0.5, 0.0)
#define GLASS_POS vec3(0.0, 0.2, 1.2)
bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res)
nearest.dist = 10000.0;
- if(isect_sphere(ro, rd, vec3(1.5, -0.5, 0.0), 0.85, hit)) {
+ if(isect_sphere(ro, rd, REFL_POS, 0.85, hit)) {
nearest = hit;
nearest.mtl = mtl_sph;
if(hit.dist < 1.0) {