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~ | Even more optimizing
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@ -227,18 +227,18 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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bool intersectRayBVH(Ray ray, GPUBvh node, inout hitInfo hit)
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{
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vec3 invDir = 1.0 / ray.direction;
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vec3 t1 = (node.min - ray.origin) * invDir;
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vec3 t2 = (node.max - ray.origin) * invDir;
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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 tMin = min(t1, t2);
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vec3 tMax = max(t1, t2);
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hit.t = max(max(tMin.x, tMin.y), tMin.z);
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hit.last_t = min(min(tMax.x, tMax.y), tMax.z);
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float last_t = min(min(tMax.x, tMax.y), tMax.z);
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return hit.t <= hit.last_t && hit.last_t >= 0.0;
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return (hit.t <= last_t && last_t >= 0.0);
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}
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