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~ | TopLevelBVH
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@ -225,12 +225,12 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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}
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bool intersectRayBVH(Ray ray, GPUBvh node, inout hitInfo hit)
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bool intersectRayBVH(Ray ray, vec3 min_pos, vec3 max_pos, inout hitInfo hit)
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{
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// vec3 inv_direction = 1.0 / ray.direction;
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vec3 t1 = (node.min - ray.origin) * ray.inv_direction;
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vec3 t2 = (node.max - ray.origin) * ray.inv_direction;
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vec3 t1 = (min_pos - ray.origin) * ray.inv_direction;
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vec3 t2 = (max_pos - ray.origin) * ray.inv_direction;
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vec3 tMin = min(t1, t2);
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vec3 tMax = max(t1, t2);
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