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https://github.com/TheRedShip/RT_GPU.git
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+ | Small opti
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@ -30,7 +30,7 @@ bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
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float t = dot(obj.position - ray.origin, obj.normal) / d;
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bool valid = t >= 0.0 && d != 0.0;
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if (!valid) return (false);
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// if (!valid) return (false);
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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@ -66,32 +66,6 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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return (inside);
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}
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bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 vertex1 = obj.vertex1 - obj.position;
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vec3 vertex2 = obj.vertex2 - obj.position;
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vec3 pvec = cross(ray.direction, vertex2);
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float det = dot(vertex1, pvec);
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vec3 tvec = ray.origin - obj.position;
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float invDet = 1.0 / det;
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float u = dot(tvec, pvec) * invDet;
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vec3 qvec = cross(tvec, vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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float t = dot(vertex2, qvec) * invDet;
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bool valid = abs(det) > 1e-8 &&
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u >= 0.0 && u <= 1.0 &&
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v >= 0.0 && (u + v) <= 1.0 &&
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t > 0.0;
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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return (valid);
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}
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bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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{
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@ -120,6 +94,18 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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return (valid);
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}
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bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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{
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GPUTriangle tri;
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tri.position = obj.position;
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tri.normal = obj.normal;
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tri.vertex1 = obj.vertex1;
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tri.vertex2 = obj.vertex2;
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return (intersectTriangle(ray, tri, hit));
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 halfSize = obj.vertex1 * 0.5;
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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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