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+ | New window2 scene + better light direct sampling, to tweak and see
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@ -44,7 +44,7 @@ void calculateVolumetricLight(float t_scatter, inout Ray ray, inout vec3 color,
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transmittance *= exp(-volume.sigma_t * t_scatter);
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color *= volume.sigma_s / volume.sigma_t;
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light += transmittance * color * sampleLights(scatter_pos);
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light += transmittance * color * sampleLights(scatter_pos, rng_state);
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float cos_theta = sampleHG(volume.g, rng_state);
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vec3 new_dir = sampleDirection(ray.direction, cos_theta, rng_state);
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