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~ | Fixing emissive texture
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@ -141,22 +141,21 @@ hitInfo traverseBVHs(Ray ray)
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hitInfo temp_hit = traceBVH(transformedRay, BvhData[i]);
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float transformed_t = temp_hit.t / bvh_data.scale;
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if (transformed_t < hit.t)
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{
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GPUTriangle triangle = triangles[temp_hit.obj_index];
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GPUTriangle triangle = triangles[temp_hit.obj_index];
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hit.u = temp_hit.u;
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hit.v = temp_hit.v;
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hit.t = transformed_t;
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hit.obj_index = temp_hit.obj_index;
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hit.mat_index = triangle.mat_index;
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vec3 position = transformedRay.origin + transformedRay.direction * temp_hit.t;
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hit.position = inverseTransformMatrix * position + bvh_data.offset;
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vec3 based_normal = triangle.normal; // * sign(-dot(transformedRay.direction, triangle.normal));
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vec3 based_normal = triangle.normal * sign(-dot(transformedRay.direction, triangle.normal));
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hit.normal = normalize(inverseTransformMatrix * based_normal);
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}
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}
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