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+ | Some opti
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@ -93,31 +93,26 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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return (valid);
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}
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bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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bool intersectTriangle(Ray ray, GPUTriangle tri, out hitInfo hit)
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{
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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 edgeAB = tri.vertex1 - tri.position;
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vec3 edgeAC = tri.vertex2 - tri.position;
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vec3 normalVector = tri.normal;
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vec3 ao = ray.origin - tri.position;
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vec3 dao = cross(ao, ray.direction);
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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, vertex1);
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float v = dot(ray.direction, 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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v >= 0.0 && (u + v) <= 1.0 &&
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t > 0.0;
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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return (valid);
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float determinant = -dot(ray.direction, normalVector);
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float invDet = 1 / determinant;
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float dst = dot(ao, normalVector) * invDet;
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float u = dot(edgeAC, dao) * invDet;
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float v = -dot(edgeAB, dao) * invDet;
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float w = 1 - u - v;
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hit.position = ray.origin + ray.direction * dst;
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hit.normal = normalVector;
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hit.t = dst;
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return (determinant >= 1E-8 && dst >= 0 && u >= 0 && v >= 0 && w >= 0);
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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