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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | BVH sent to gpu
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17
shaders/bvh.glsl
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17
shaders/bvh.glsl
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@ -0,0 +1,17 @@
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bool intersectRayBVH(Ray ray, GPUBvh node)
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{
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vec3 invDir = 1.0 / ray.direction;
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vec3 t1 = (node.min - ray.origin) * invDir;
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vec3 t2 = (node.max - ray.origin) * invDir;
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vec3 tMin = min(t1, t2);
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vec3 tMax = max(t1, t2);
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float tEnter = max(max(tMin.x, tMin.y), tMin.z);
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float tExit = min(min(tMax.x, tMax.y), tMax.z);
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return tEnter <= tExit && tExit >= 0.0;
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}
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@ -161,7 +161,6 @@ hitInfo traceRay(Ray ray)
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ray = portalRay(ray, hit);
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}
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return (hit);
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}
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204
shaders/debug.glsl
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204
shaders/debug.glsl
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@ -0,0 +1,204 @@
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#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D output_image;
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layout(binding = 1, rgba32f) uniform image2D accumulation_image;
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struct GPUCamera
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{
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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float fov;
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int bounce;
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};
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layout(std140, binding = 0) uniform CameraData
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{
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GPUCamera camera;
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};
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struct GPUObject {
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mat4 rotation;
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vec3 position; // 12 + 4
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vec3 normal; // 12 + 4
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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float radius; // 4
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int mat_index; // 4
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int type; // 4
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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};
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struct GPUBvh
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{
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vec3 min;
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vec3 max;
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int left_index;
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int right_index;
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int is_leaf;
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int first_primitive;
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int primitive_count;
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};
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layout(std430, binding = 4) buffer BvhBuffer
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{
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GPUBvh bvh[];
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};
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uniform int u_objectsNum;
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uniform int u_bvhNum;
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uniform vec2 u_resolution;
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uniform int u_frameCount;
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uniform float u_time;
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struct Ray
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{
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vec3 origin;
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vec3 direction;
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};
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struct hitInfo
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{
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float t;
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float last_t;
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vec3 normal;
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vec3 position;
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int obj_index;
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};
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#include "shaders/intersect.glsl"
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#include "shaders/bvh.glsl"
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int traceRay(Ray ray)
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{
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int num_hit;
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num_hit = 0;
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for (int i = 0; i < u_objectsNum; i++)
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{
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GPUObject obj = objects[i];
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hitInfo temp_hit;
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if (intersect(ray, obj, temp_hit))
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num_hit++;
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}
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return (num_hit);
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}
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int traceBVHBad(Ray ray)
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{
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int num_hit;
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num_hit = 0;
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for (int i = 0; i < u_bvhNum; i++)
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{
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GPUBvh node = bvh[i];
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if (intersectRayBVH(ray, node))
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{
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// num_hit++;
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUObject obj = objects[node.first_primitive + i];
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hitInfo tmp;
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if (intersect(ray, obj, tmp))
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num_hit++;
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}
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}
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}
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return (num_hit);
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}
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int traceBVH(Ray ray)
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{
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int num_hit = 0;
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const int MAX_STACK_SIZE = 64;
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int stack[MAX_STACK_SIZE];
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int stack_ptr = 0;
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stack[0] = 0;
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vec3 inv_dir = 1.0 / ray.direction;
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while (stack_ptr >= 0)
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{
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int current_index = stack[stack_ptr--];
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GPUBvh node = bvh[current_index];
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if (intersectRayBVH(ray, node))
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{
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num_hit++;
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if (node.is_leaf != 0)
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{
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUObject obj = objects[node.first_primitive + i];
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hitInfo tmp;
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if (intersect(ray, obj, tmp))
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num_hit++;
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}
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}
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if (node.is_leaf == 0 && stack_ptr < MAX_STACK_SIZE - 2)
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{
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stack_ptr++;
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stack[stack_ptr] = node.left_index;
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stack_ptr++;
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stack[stack_ptr] = node.right_index;
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}
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}
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}
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return (num_hit);
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}
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Ray initRay(vec2 uv)
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{
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float fov = camera.fov;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 origin = camera.position;
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vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
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return (Ray(origin, ray_direction));
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}
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void main()
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{
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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Ray ray = initRay(uv);
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int hits = traceBVH(ray);
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vec3 color = vec3(float(hits) / float(10));
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imageStore(output_image, pixel_coords, vec4(color, 1.));
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}
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@ -68,15 +68,18 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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}
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bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 pvec = cross(ray.direction, obj.vertex2);
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float det = dot(obj.vertex1, pvec);
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vec3 vertex1 = obj.vertex1 - obj.position;
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vec3 vertex2 = obj.vertex2 - obj.position;
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vec3 pvec = cross(ray.direction, vertex2);
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float det = dot(vertex1, pvec);
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vec3 tvec = ray.origin - obj.position;
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float invDet = 1.0 / det;
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float u = dot(tvec, pvec) * invDet;
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vec3 qvec = cross(tvec, obj.vertex1);
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vec3 qvec = cross(tvec, vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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float t = dot(obj.vertex2, 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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