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~ | Even more optimizing
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@ -123,6 +123,7 @@ struct Ray
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{
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vec3 origin;
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vec3 direction;
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vec3 inv_direction;
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};
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struct hitInfo
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@ -211,7 +212,7 @@ Ray initRay(vec2 uv, inout uint rng_state)
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origin += right * lens_point.x + up * lens_point.y;
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ray_direction = normalize(focal_point - origin);
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return (Ray(origin, ray_direction));
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return (Ray(origin, ray_direction, 1.0 / ray_direction));
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}
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void main()
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