Irradiance works
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@@ -147,7 +147,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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if (rnd.z >= p) return;
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}
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hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient();
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hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient(lightingParams.viewDir_WS);
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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@@ -1,5 +1,4 @@
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import MaterialParameter;
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import BRDF;
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struct RayTracingParams
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{
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