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+ | Small opti
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@ -61,7 +61,7 @@ Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
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float eta = mat.refraction;
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vec3 refractedDir = refract(ray.direction, hit.normal, 1.0 / eta);
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float kr = fresnel(ray.direction, hit.normal, eta);
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// float kr = fresnel(ray.direction, hit.normal, eta);
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float randVal = randomValue(rng_state);
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if (randVal < mat.metallic || length(refractedDir) == 0.0)
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