struct Ray { vec3 origin; vec3 direction; vec3 energy; }; Ray createRay(vec3 origin, vec3 direction) { Ray ray; ray.origin = origin; ray.direction = direction; ray.energy = vec3(1.0,1.0,1.0); return ray; } struct RayHit { vec3 position; float distance; vec3 normal; vec3 albedo; int material; }; RayHit createRayHit() { RayHit hit; hit.position = vec3(0.0,0.0,0.0); // TODO: this might not be defined hit.distance = INF; hit.normal = vec3(0.0,0.0,0.0); hit.albedo = vec3(0.0,0.0,0.0); return hit; }