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RayTracer/src/util/Ray.h
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#pragma once
#include <glm/glm.hpp>
struct Payload
{
glm::vec3 accumulatedRadiance = glm::vec3(0);
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glm::vec3 accumulatedMaterial = glm::vec3(1);
uint32_t depth = 0;
float emissive = 1;
};
struct Ray
{
glm::vec3 origin;
glm::vec3 direction;
};
struct HitInfo
{
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float t = std::numeric_limits<float>::max();
glm::vec3 position;
glm::vec3 normal;
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// not entirely sure what that does
// its the normal being flipped based on some dot product
glm::vec3 normalLight;
glm::vec2 texCoords;
};