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~ | Even more optimizing
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@ -207,7 +207,7 @@ Ray initRay(vec2 uv)
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vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
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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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vec3 debugColor(vec2 uv)
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