Fixing ray tracing lens
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@@ -5,6 +5,7 @@ import Scene;
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import RayTracingData;
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import VertexData;
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import Material;
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import StaticMeshVertexData;
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import MATERIAL_FILE_NAME;
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// simplification: all BLAS only have 1 geometry
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@@ -194,7 +195,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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}
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}
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 12) {
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if(hitValue.depth < 1) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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float3 w = normalLight_WS;
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float3 u = normalize(cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w));
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@@ -9,7 +9,6 @@ struct Ray
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}
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const static float S_O = 6.9;
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const static float f = 0.035;
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const static float A = 0.0;
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struct SampleParams
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@@ -69,6 +68,8 @@ void raygen()
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float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx);
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const float2 sdim = float2(0.036, 0.024);
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float f = sdim.y / (2 * tan(70.0f * 0.5f));
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float S_I = (S_O * f) / (S_O - f);
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//-- sample sensor
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