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https://github.com/TheRedShip/RT_GPU.git
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+ | Russian roulette was the problem
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@ -13,8 +13,8 @@
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#ifndef RT__HPP
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# define RT__HPP
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# define WIDTH 1000
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# define HEIGHT 1000
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# define WIDTH 1920
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# define HEIGHT 1080
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# include "glm/glm.hpp"
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# include "glm/gtc/matrix_transform.hpp"
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@ -40,5 +40,5 @@ sp 2.4 1.5 -1 1.5 14
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// light quad
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qu -1 2.9 -1 2 0 0 0 2 0 0
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qu -1 2.9 -1 2 0 0 0 0 2 0
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@ -3,17 +3,17 @@ CAM 0 2 5
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MAT 30 30 30 0.0 0.0 0.0 //white
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MAT 255 255 255 0.0 1.0 1.0 //mirror
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MAT 255 255 255 1.0 0.0 0.0 //sun
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MAT 255 255 255 2.0 0.0 0.0 //sun
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MAT 255 100 100 0.0 0.0 0.0 //red
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pl 0 -1 0 0 1 0 0
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pl 0 -1 -13 0 0 1 0
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# pl 0 0 -1 0 0 1 0
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pl 0 0 0 0 1 0 0
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# cu 0 0.5 1 1 1 1 3
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tr 0 0 0 1 0 0 0 0 1 1
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cu 0 1 0 1 1 1 3
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# tr -5 0 2 -5 2 2 0 2 2 2
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# tr -5 0 2 0 0 2 0 2 2 2
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qu -10 15 -9 0 7 0 0 0 7 2
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qu -5 0 0 2 0 0 0 2 0 2 //light problem
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# qu -4 0 0 0 0 2 0 2 0 0 //blocking
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# sp 15 30 -30 30 2
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# sp 0 30 0 30 2
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@ -105,10 +105,10 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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GPUMaterial mat = materials[obj.mat_index];
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// RR
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float p = max(color.r, max(color.g, color.b));
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if (randomValue(rng_state) > p)
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break;
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color /= p;
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// float p = max(color.r, max(color.g, color.b));
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// if (randomValue(rng_state) > p && i > 1)
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// break;
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// color /= p;
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//
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color *= mat.color;
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