fixed 'black wholes' obstacles - care about tolerance interval size for floats - dont make them too small (otherwise you gonna have a silent bug for sure...)
fixed computation of fresnel F factor within diffraction shader.
unstable version
fixed nan bug by removing a priory scaling approach - what crap - introdued nan-check, finally added consistent transformation into tangent space, fixed delta_k12 in order to track back the issue of of the pattern changement when the camera transforms - which shouldnt happen at all.
some further work on the transformation into the tangent space
fixed gamma correction
fixed tangent space transformation - care about distance of cop, input cop dynamically
cop is now a shader input paramter
implemented diffraction dice which has has a variable amount of points along one given inner circle and also the amount of inner circles can be set. further one can specify its inner radius (i.e. the radius of the inner whole) and the total radius uf the cd. units are currently meters, i.e r=1 is equivalent to r=1m.
implemented tangent approximation approach based on matlab code provided by daljit which is basically projecting face vectors onto a given direction vector - which is required as an input vector.
removed unused diffraction dice shape files.
removed unused by mergeconflict resulted .orig file.
refactored fabricator. introduced precompdatamanger which loads all necessary precomputed data into a material.
introduced shadertasknr constant.
introduced shadertasksetup manager which builds, depending on the set task the corresponding shader we are going to use in our fabricator.
some param changes2
fragment shader work