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+ | Better material pathtraced system
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@ -1,48 +1,3 @@
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float rand_seed = 0;
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uint hash( uint x ) {
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x += ( x << 10u );
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x ^= ( x >> 6u );
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x += ( x << 3u );
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x ^= ( x >> 11u );
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x += ( x << 15u );
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return x;
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}
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uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
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uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
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uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
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float floatConstruct( uint m ) {
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const uint ieeeMantissa = 0x007FFFFFu;
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const uint ieeeOne = 0x3F800000u;
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m &= ieeeMantissa;
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m |= ieeeOne;
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float f = uintBitsToFloat( m );
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return f - 1.0;
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}
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float randombis( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
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float randombis( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float randombis( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float randombis( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float random(vec2 uv, float time)
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{
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if (rand_seed == 0)
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rand_seed = time;
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rand_seed *= 2;
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return randombis(vec3(uv.xy, time * rand_seed));
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}
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vec3 randomVec3(vec2 uv, float time)
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{
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return (vec3((random(uv, time) - 0.5) * 2, (random(uv, time) - 0.5) * 2, (random(uv, time) - 0.5) * 2));
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}
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float randomValue(inout uint rng_state)
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{
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rng_state = rng_state * 747796405 + 2891336453;
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