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~ | Small tweaks
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@ -74,6 +74,10 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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vec3 pvec = cross(ray.direction, vertex2);
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float det = dot(vertex1, pvec);
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if (abs(det) < 1e-8)
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return (false);
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vec3 tvec = ray.origin - obj.position;
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float invDet = 1.0 / det;
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@ -82,8 +86,7 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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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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bool valid = 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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