oglc/shader/include/scene.glsl

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RayHit trace(inout Ray ray)
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{
RayHit hit = createRayHit();
// floor
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intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0));
// spheres
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for (int i = 0; i < _activeSpheres; i++)
{
intersectSphere(ray, hit, _spheres[i]);
}
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ray.distance += hit.distance * float(hit.distance < INF);
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return hit;
}