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~ | Small fix
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@ -204,6 +204,8 @@ vec3[2] pathtrace(Ray ray, inout uint rng_state)
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{
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imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.normal), 1.0));
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imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.position), 1.0));
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// vec4 accum_normal = accumulate(normal_texture, accum_normal, normalize(hit.normal));
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// vec4 accum_position = accumulate(position_texture, accum_position, normalize(hit.position));
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}
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float p = max(color.r, max(color.g, color.b));
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@ -269,11 +271,10 @@ void main()
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vec3[2] color_light = pathtrace(ray, rng_state);
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vec3 color = color_light[0] * color_light[1];
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vec4 accum_color = accumulate(color_texture, accum_color, sqrt(color_light[0]));
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vec4 accum_color = accumulate(color_texture, accum_color, (color_light[0]));
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vec4 accum_light = accumulate(light_accum_texture, accum_light, color_light[1]);
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vec4 final_light = sqrt(accum_light);
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imageStore(light_texture, pixel_coords, final_light);
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imageStore(light_texture, pixel_coords, accum_light);
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vec4 accum = accumulate(output_accum_texture, accum, color);
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vec4 final_output_color = sqrt(accum);
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