. Reverse engineering stuff
. Starting
. Okay, so we're good to go: CG based obfuscated code is working after compilation so we can start un-obfuscate that shit!
. Cleaning up...
. Got view vector computation (makes sense :))
. Got camera space normals (easy till now)
. Mamie a du métier!
...
. Fixed mistaken projected position for projected view vector...
. More cleanup
. Cleaning up...
. Cleaning up...
. Cleaning up...
 => Fine steps tracing after an intersection is found
. Unproject() factorization
. Clean up
. Started decoding fine binary search part (dichotomic interval reduction)
. Finished fine steps decoding
. Almost done...
. I think I'm done...
. All is left now is to understand a little better and find optims and better stuff (also, I'd like to compare with Marmoset's SSR because the 2 algorithms seem very similar!)
. I think I'm done with the unobfuscation of the original shader
. I'm going to duplicate it and start working from there...
. Started my own shader...
. Push