forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			18 lines
		
	
	
		
			541 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			18 lines
		
	
	
		
			541 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #ifndef _AABB_GLSL
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| #define _AABB_GLSL
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| 
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| bool IntersectAABB(vec3[2] a, vec3[2] b) {
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|     const float EPSILON = 0.001; // Small tolerance to prevent false negatives
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|     if (abs(a[0].x - b[0].x) > (a[1].x + b[1].x + EPSILON)) return false;
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|     if (abs(a[0].y - b[0].y) > (a[1].y + b[1].y + EPSILON)) return false;
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|     if (abs(a[0].z - b[0].z) > (a[1].z + b[1].z + EPSILON)) return false;
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|     return true;
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| }
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| 
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| void AABBfromMinMax(inout vec3[2] aabb, vec3 _min, vec3 _max)
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| {
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| 	aabb[0] = (_min + _max) * 0.5f;
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| 	aabb[1] = abs(_max - aabb[0]);
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| }
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| 
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| #endif |