bool intersectRayBVH(Ray ray, GPUBvh node) { vec3 invDir = 1.0 / ray.direction; vec3 t1 = (node.min - ray.origin) * invDir; vec3 t2 = (node.max - ray.origin) * invDir; vec3 tMin = min(t1, t2); vec3 tMax = max(t1, t2); float tEnter = max(max(tMin.x, tMin.y), tMin.z); float tExit = min(min(tMax.x, tMax.y), tMax.z); return tEnter <= tExit && tExit >= 0.0; }