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nuclear@0
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1 uniform sampler3D volume;
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nuclear@0
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2 uniform sampler2D ray_tex;
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nuclear@4
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3 uniform sampler1D xfer_tex;
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nuclear@7
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4 uniform float ray_step;
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nuclear@7
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5 uniform float zclip;
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6
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7 struct Ray {
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8 vec3 origin, dir;
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9 };
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10
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11 struct AABBox {
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12 vec3 min, max;
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13 };
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14
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15 struct ISect {
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16 bool hit;
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nuclear@7
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17 float t0, t1;
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18 vec3 pos;
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19 vec3 normal;
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20 };
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21
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22 vec3 sky(Ray ray);
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nuclear@7
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23 vec3 ray_march(Ray ray, float t0, float t1);
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24 vec3 shade(Ray ray, vec3 pos, vec3 norm);
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25 Ray get_primary_ray();
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26 ISect intersect_aabb(Ray ray, AABBox aabb);
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27
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28 void main()
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29 {
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30 const AABBox aabb = AABBox(vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0));
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31 Ray ray = get_primary_ray();
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32
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33 vec3 color = vec3(0.0, 0.0, 0.0);
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34
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35 ISect res = intersect_aabb(ray, aabb);
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36 if(res.hit) {
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nuclear@7
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37 color = ray_march(ray, res.t0, res.t1);
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nuclear@4
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38 }
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nuclear@4
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39
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40 gl_FragColor = vec4(color, 1.0);
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nuclear@0
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41 }
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nuclear@0
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42
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nuclear@20
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43 float eval(vec3 pos, out vec3 grad)
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nuclear@4
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44 {
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45 vec3 tc = pos * 0.5 + 0.5;
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46
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47 if(tc.x < 0.0 || tc.y < 0.0 || tc.z < zclip || tc.x > 1.0 || tc.y > 1.0 || tc.z > 1.0) {
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nuclear@20
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48 grad = vec3(0.0, 0.0, 0.0);
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nuclear@7
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49 return 0.0;
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nuclear@7
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50 }
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nuclear@7
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51
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nuclear@20
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52 vec4 texel = texture3D(volume, tc);
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nuclear@20
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53 grad = texel.xyz;
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nuclear@20
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54
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nuclear@20
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55 return texture1D(xfer_tex, texel.a).x;
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nuclear@4
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56 }
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nuclear@4
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57
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nuclear@7
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58 #define OFFS 0.01
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nuclear@7
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59 vec3 ray_march(Ray ray, float t0, float t1)
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nuclear@0
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60 {
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nuclear@0
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61 float energy = 1.0;
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nuclear@7
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62 float t = t0;
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nuclear@7
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63 vec3 col = vec3(0.0, 0.0, 0.0);
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64
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65
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66 while(t < t1) {
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67 vec3 pos = ray.origin + ray.dir * t;
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68 t += ray_step;
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69
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70 vec3 norm;
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nuclear@20
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71 float val = eval(pos, norm);
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72
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73 col += /*shade(ray, pos, normalize(norm))*/ norm * val * energy;
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74 energy -= val;
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nuclear@1
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75 if(energy < 0.001) {
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nuclear@1
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76 break;
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nuclear@1
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77 }
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nuclear@0
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78 pos += ray.dir * ray_step;
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nuclear@0
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79 }
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80
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81 return col;
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nuclear@0
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82 }
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nuclear@0
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83
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nuclear@7
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84 vec3 shade(Ray ray, vec3 pos, vec3 norm)
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nuclear@0
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85 {
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nuclear@8
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86 vec3 ldir = -pos;//normalize(vec3(10.0, 10.0, -10.0) - pos);
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nuclear@0
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87 vec3 vdir = -ray.dir;
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88 vec3 hdir = normalize(ldir + vdir);
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89
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90 float ndotl = dot(ldir, norm);
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91 float ndoth = dot(hdir, norm);
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92
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93 vec3 dcol = vec3(0.9, 0.9, 0.9) * max(ndotl, 0.0);
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nuclear@8
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94 vec3 scol = vec3(0.5, 0.5, 0.5) * pow(max(ndoth, 0.0), 50.0);
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95
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96 return vec3(0.01, 0.01, 0.01) + dcol + scol;
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nuclear@0
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97 }
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98
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99 Ray get_primary_ray()
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100 {
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101 Ray ray;
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102 vec2 tc = gl_TexCoord[0].xy;
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103 ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz);
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104 ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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105 return ray;
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nuclear@0
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106 }
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nuclear@4
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107
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nuclear@5
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108 ISect intersect_aabb(Ray ray, AABBox aabb)
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109 {
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nuclear@5
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110 ISect res;
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111 res.hit = false;
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112 res.t0 = res.t1 = 0.0;
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nuclear@5
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113
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114 if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z &&
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nuclear@4
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115 ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) {
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116 res.hit = true;
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117 return res;
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nuclear@4
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118 }
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nuclear@4
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119
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120 vec4 bbox[2];
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121 bbox[0] = vec4(aabb.min.x, aabb.min.y, aabb.min.z, 0);
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122 bbox[1] = vec4(aabb.max.x, aabb.max.y, aabb.max.z, 0);
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nuclear@4
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123
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124 int xsign = int(ray.dir.x < 0.0);
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125 float invdirx = 1.0 / ray.dir.x;
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126 float tmin = (bbox[xsign].x - ray.origin.x) * invdirx;
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127 float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx;
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nuclear@4
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128
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129 int ysign = int(ray.dir.y < 0.0);
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130 float invdiry = 1.0 / ray.dir.y;
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nuclear@4
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131 float tymin = (bbox[ysign].y - ray.origin.y) * invdiry;
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132 float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry;
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133
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134 if(tmin > tymax || tymin > tmax) {
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135 return res;
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nuclear@4
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136 }
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nuclear@4
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137
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nuclear@4
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138 if(tymin > tmin) tmin = tymin;
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nuclear@4
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139 if(tymax < tmax) tmax = tymax;
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nuclear@4
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140
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nuclear@4
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141 int zsign = int(ray.dir.z < 0.0);
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nuclear@4
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142 float invdirz = 1.0 / ray.dir.z;
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nuclear@4
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143 float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz;
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nuclear@4
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144 float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz;
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nuclear@4
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145
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nuclear@4
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146 if(tmin > tzmax || tzmin > tmax) {
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nuclear@5
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147 return res;
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nuclear@4
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148 }
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nuclear@4
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149
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nuclear@7
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150 res.t0 = tmin;
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nuclear@7
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151 res.t1 = tmax;
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nuclear@5
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152 res.hit = true;
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nuclear@5
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153 return res;
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nuclear@4
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154 }
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nuclear@4
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155
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