oglc/shader/include/scene.glsl

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RayHit trace(Ray ray)
{
RayHit hit = createRayHit();
Sphere s;
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s.cr = vec4(0.0,0.0,0.0,5.0);
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s.albedo = vec3(1.0,0.0,0.0);
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s.material = MAT_CHROME;
intersectSphere(ray, hit, s);
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intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0));
for (int i = 0; i < _activeSpheres; i++)
{
intersectSphere(ray, hit, _spheres[i]);
}
return hit;
}