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+ | Some opti
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@ -79,26 +79,6 @@ Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
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return newRay;
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}
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// Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
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// {
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// vec3 specular_origin = hit.position + hit.normal * 0.001;
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// vec3 specular_dir = mix(normalize(reflect(ray.direction, hit.normal)), lambertRay(hit, ray, mat, rng_state).direction, mat.roughness);
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// vec3 transparency_origin = ray.origin + ray.direction * hit.last_t + ray.direction * 0.001;
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// vec3 transparency_dir = ray.direction;
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// Ray specular_ray = Ray(specular_origin, specular_dir);
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// Ray transparency_ray = Ray(transparency_origin, transparency_dir);
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// bool is_transparent = (mat.metallic >= randomValue(rng_state));
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// if (is_transparent)
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// return (transparency_ray);
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// return (specular_ray);
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// }
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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{
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GPUObject obj;
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