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~ | Shader hot reloading
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@ -1,4 +1,4 @@
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#if SHADER_DEBUG
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#if 0
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#include "shaders/debug.glsl"
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#else
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#include "shaders/raytracing.glsl"
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@ -204,7 +204,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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float p = max(color.r, max(color.g, color.b));
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if (randomValue(rng_state) >= p) break;
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color /= max(p, 0.001);
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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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