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~ | Sorry for leaving an issue known from 1 week
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@ -216,7 +216,7 @@ vec3[2] pathtrace(Ray ray, inout uint rng_state)
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color /= max(p, 0.001);
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color /= max(p, 0.001);
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GPUMaterial mat = materials[hit.mat_index];
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GPUMaterial mat = materials[hit.mat_index];
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calculateLightColor(mat, hit, color, light, rng_state, ray);
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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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if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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break;
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break;
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