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+ | Sponza scene and other
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@ -2,7 +2,7 @@ hitInfo traceRay(Ray ray);
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vec3 GetEnvironmentLight(Ray ray)
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{
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// return vec3(0.);
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return vec3(0.);
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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float SunFocus = 1.5;
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float SunIntensity = 1.;
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@ -41,7 +41,7 @@ vec3 sampleSphereLight(vec3 position, GPUObject obj, int light_index, GPUMateria
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return vec3(0.0);
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float cos_theta = max(0.0, -dot(light_dir, normalize(sample_point - obj.position)));
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return mat.emission * mat.color / (light_dist * light_dist) * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
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return mat.emission * mat.color / (light_dist); // * cos_theta / (4.0 * M_PI * (obj.radius / 2.0) * (obj.radius / 2.0));
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}
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vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial mat, inout uint rng_state)
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@ -65,7 +65,7 @@ vec3 sampleQuadLight(vec3 position, GPUObject obj, int light_index, GPUMaterial
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vec3 normal = normalize(crossQuad);
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float cos_theta = max(0.0, dot(normal, -light_dir));
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return mat.emission * mat.color / (light_dist * light_dist) * cos_theta / pdf;
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return mat.emission * mat.color / (light_dist); // * cos_theta / pdf;
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}
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vec3 sampleLights(vec3 position, inout uint rng_state)
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@ -112,8 +112,9 @@ vec3 getTextureColor(int texture_index, hitInfo hit)
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else if (hit.obj_type == 3)
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{
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GPUTriangle tri = triangles[hit.obj_index];
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uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
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uv = vec2(uv.x, 1-uv.y);
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uv = vec2(uv.x, 1 - uv.y);
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}
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return (texture(textures[texture_index], uv).rgb);
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}
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