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~ | BVH sent to gpu
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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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