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~ | Fixing path
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@ -246,7 +246,7 @@ hitInfo traverseBVHs(Ray ray, inout Stats stats)
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hitInfo temp_hit = traceBVH(transformedRay, BvhData[i], stats);
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float transformed_t = temp_hit.t / bvh_data.scale;
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float transformed_t = temp_hit.t * (1.0 / 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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@ -322,8 +322,8 @@ void main()
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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vec2 uv = ((vec2(pixel_coords)) * (1.0 / u_resolution)) * 2.0 - 1.0;;
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uv.x *= u_resolution.x * (1.0 / u_resolution.y);
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vec3 color = debugColor(uv);
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@ -67,7 +67,7 @@ void main()
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totalWeight += weight;
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}
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}
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light /= totalWeight;
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light * (1.0 / totalWeight);
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if (u_pass == u_pass_count - 1)
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{
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vec4 color = light * imageLoad(color_texture, pixel_coords);
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@ -112,7 +112,7 @@ int Camera::portalTeleport(Scene *scene, float delta_time, Renderer &renderer)
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float distance_future_pos = glm::length(future_pos - _position);
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float distance_portal = glm::length(point_projected - _position);
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float imprecision = 0.1f;
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float imprecision = 0.101f;
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if (distance_portal <= distance_future_pos && glm::dot(glm::normalize(future_pos - _position), obj.normal) > 0.0f)
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{
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std::cout << "Teleport" << std::endl;
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