bool objectsTraverse(const in Ray ray, const in bool use_first, const in float max_distance, inout Hit hit, inout float t_min, bool force_bvh = false);
bool traverseObjects(const in Ray ray, const in bool use_first, const in float max_distance, inout Hit hit, inout float t_min, bool force_bvh = false);
bool nearestIntersection(const in Ray ray, inout Hit hit, bool force_bvh = false)
@@ -114,7 +114,7 @@ uint ls__lineIndex(const in Ray ray, const in Mesh mesh, float tmin, float tmax,
return offset + start + end;
}
bool ls__traverse(const in Mesh mesh, const in Ray local_ray, const in bool use_first, const in float max_distance, inout Hit hit, inout float t_min)
bool traverseLineSpace(const in Mesh mesh, const in Ray local_ray, const in bool use_first, const in float max_distance, inout Hit hit, inout float t_min)
{
float tmin;
...
...
@@ -125,7 +125,7 @@ bool ls__traverse(const in Mesh mesh, const in Ray local_ray, const in bool use_