RayHit trace(Ray ray) { RayHit hit = createRayHit(); Sphere s; s.cr = vec4(0.0,0.0,0.0,2.0); s.albedo = vec3(1.0,0.0,0.0); 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; }