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~ | Emissive texture working
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@ -202,8 +202,8 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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GPUMaterial mat = materials[hit.mat_index];
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calculateLightColor(mat, hit, color, light, rng_state);
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// if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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// break;
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if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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break;
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ray = newRay(hit, ray, rng_state);
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ray.inv_direction = 1.0 / ray.direction;
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