move sphere intersection test back to procedure, prepare for multiple material types
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346719824e
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5b8816c2fe
4
Makefile
4
Makefile
@ -40,13 +40,15 @@ GRAPHICS := gfx
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GFXBUILD := $(BUILD)
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#ROMFS := romfs
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#GFXBUILD := $(ROMFS)/gfx
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APP_TITLE := rt
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APP_AUTHOR := Shy
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O2 -mword-relocations \
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CFLAGS := -Wall -O3 -mword-relocations \
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-ffunction-sections \
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$(ARCH)
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@ -62,7 +62,7 @@ static s8 sphereColorsUniformLocation;
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static s8 sphereLightsUniformLocation;
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static s8 randUniformLocation;
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static constexpr unsigned int VERTEX_COUNT_W = 210;
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static constexpr unsigned int VERTEX_COUNT_W = 150;
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static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
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static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
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@ -197,7 +197,7 @@ static void sceneInit()
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spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
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spheres[1] = FVec4_New(0.6f, 0.0f, -1.0f, 0.5f);
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spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
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spheres[3] = FVec4_New(0.0f, 1.75f, -1.0f, 1.0f);
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spheres[3] = FVec4_New(0.0f, 10.0f, -1.0f, 9.0f);
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C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
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sphereColors[0] = FVec3_New(0.9f, 0.3f, 0.3f);
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@ -77,117 +77,32 @@
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mov r3, spheres[aL]
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; do calculation
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; call calcSphere
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; vec3 oc = origin - center
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add r8.xyz, r1.xyz, -r3.xyz
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; float a = dot(direction, direction)
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dp3 r9.x, r2.xyz, r2.xyz
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; float halfB = dot(oc, direction)
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dp3 r9.y, r8.xyz, r2.xyz
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; float radiusSquared = radius * radius
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mul r8.w, r3.w, r3.w
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; float c = dot(oc, oc) - radius * radius
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dp3 r9.z, r8.xyz, r8.xyz
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add r9.z, r9.z, -r8.w
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; float halfBSquared = halfB * halfB;
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mul r8.w, r9.y, r9.y
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; float ac = a * c;
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mul r9.w, r9.x, r9.z
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; float discriminant = bSquared - ac
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add r8.w, r8.w, -r9.w
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; if discriminant < 0, exit procedure early
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cmp zeros, gt, gt, r8.w
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jmpc cmp.x, calcSphereExit
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; calculate t
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; float sqrtDiscriminant = sqrt(discriminant)
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rsq r8.w, r8.w
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rcp r8.w, r8.w
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; a = 1 / a
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rcp r9.x, r9.x
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; float root = (-halfB - sqrtDiscriminant) / a
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add r9.z, -r9.y, -r8.w
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mul r9.z, r9.z, r9.x
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; if root < min distance, check other root
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cmp near, gt, gt, r9.z
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jmpc cmp.x, calcSphereCheckOtherRoot
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; if root > max distance, check other root
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cmp r9.z, gt, gt, r4.w
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jmpc cmp.x, calcSphereCheckOtherRoot
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; if root is in range, finalize calculations
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jmpu true, calcSphereFin
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calcSphereCheckOtherRoot:
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; float root = (-halfB + sqrtDiscriminant) / a
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add r9.z, -r9.y, r8.w
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mul r9.z, r9.z, r9.x
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; if root < min distance, check other root
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cmp near, gt, gt, r9.z
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jmpc cmp.x, calcSphereExit
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; if root > max distance, check other root
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cmp r9.z, gt, gt, r4.w
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jmpc cmp.x, calcSphereExit
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calcSphereFin:
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; change max distance to closest hit
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mov r4.w, r9.z
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; calculate new origin
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mul r5.xyz, r2.xyz, r9.zzz
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add r5.xyz, r5.xyz, r1.xyz
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; calculate normal
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add r7.xyz, r5.xyz, -r3.xyz
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rcp r3.w, r3.w
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mul r7.xyz, r7.xyz, r3.w
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; set albedo
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mov r10.xyz, sphereColors[aL].xyz
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; set light emitted
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mov r12.xyz, sphereLights[aL].xyz
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; early exit label
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calcSphereExit:
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nop
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; done with calculation
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call calcSphere
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.end
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; check if noHit < albedo
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; and exit early if true
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; as albedo has not been set
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; after the initial set
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; which only happens when
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; a ray does not hit any spheres
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cmp noHit.xyz, lt, lt, r10.xyz
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breakc cmp.x
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; multiply color by albedo
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mul r4.xyz, r4.xyz, r10.xyz
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; add emitted light
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mad r13.xyz, r4.xyz, r12.xyz, r13.xyz
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; set r1 to new ray origin
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mov r1.xyz, r5.xyz
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; set r2 to new ray direction
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add r2.xyz, r7.xyz, r11.xyz
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call diffuse
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.end
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; copy final color to output
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; min r13.xyz, ones, r13.xyz
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mov outColor.xyz, r13.xyz
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; set alpha to 1
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@ -221,4 +136,100 @@
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; r6.xyz: new direction
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; r7.xyz: hit normal
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; r8.xyzw: used for calculations
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; r9.xyzw: used for calculations
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; r9.xyzw: used for calculations
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.proc calcSphere
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; vec3 oc = origin - center
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add r8.xyz, r1.xyz, -r3.xyz
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; float a = dot(direction, direction)
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dp3 r9.x, r2.xyz, r2.xyz
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; float halfB = dot(oc, direction)
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dp3 r9.y, r8.xyz, r2.xyz
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; float radiusSquared = radius * radius
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mul r8.w, r3.w, r3.w
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; float c = dot(oc, oc) - radius * radius
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dp3 r9.z, r8.xyz, r8.xyz
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add r9.z, r9.z, -r8.w
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; float halfBSquared = halfB * halfB;
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mul r8.w, r9.y, r9.y
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; float ac = a * c;
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mul r9.w, r9.x, r9.z
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; float discriminant = bSquared - ac
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add r8.w, r8.w, -r9.w
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; if discriminant < 0, exit procedure early
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cmp zeros, gt, gt, r8.w
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jmpc cmp.x, calcSphereExit
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; calculate t
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; float sqrtDiscriminant = sqrt(discriminant)
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rsq r8.w, r8.w
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rcp r8.w, r8.w
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; a = 1 / a
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rcp r9.x, r9.x
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; float root = (-halfB - sqrtDiscriminant) / a
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add r9.z, -r9.y, -r8.w
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mul r9.z, r9.z, r9.x
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; if root < min distance, check other root
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cmp near, gt, gt, r9.z
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jmpc cmp.x, calcSphereCheckOtherRoot
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; if root > max distance, check other root
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cmp r9.z, gt, gt, r4.w
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jmpc cmp.x, calcSphereCheckOtherRoot
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; if root is in range, finalize calculations
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jmpu true, calcSphereFin
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calcSphereCheckOtherRoot:
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; float root = (-halfB + sqrtDiscriminant) / a
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add r9.z, -r9.y, r8.w
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mul r9.z, r9.z, r9.x
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; if root < min distance, check other root
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cmp near, gt, gt, r9.z
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jmpc cmp.x, calcSphereExit
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; if root > max distance, check other root
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cmp r9.z, gt, gt, r4.w
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jmpc cmp.x, calcSphereExit
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calcSphereFin:
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; change max distance to closest hit
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mov r4.w, r9.z
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; calculate new origin
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mul r5.xyz, r2.xyz, r9.zzz
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add r5.xyz, r5.xyz, r1.xyz
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; calculate normal
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add r7.xyz, r5.xyz, -r3.xyz
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rcp r3.w, r3.w
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mul r7.xyz, r7.xyz, r3.w
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; set albedo
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mov r10.xyz, sphereColors[aL].xyz
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; set light emitted
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mov r12.xyz, sphereLights[aL].xyz
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; early exit label
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calcSphereExit:
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nop
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.end
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.proc diffuse
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add r2.xyz, r7.xyz, r11.xyz
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.end
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