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* | TOM EST EVRENU
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@ -1,5 +1,5 @@
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Ray lambertRay(hitInfo hit, Ray ray, GPUMaterial mat, uint rng_state)
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Ray lambertRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
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{
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vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
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vec3 specular_dir = reflect(ray.direction, hit.normal);
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@ -33,7 +33,7 @@ Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
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}
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Ray newRay(hitInfo hit, Ray ray, uint rng_state)
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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{
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GPUObject obj;
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GPUMaterial mat;
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