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precision highp float; | |
precision highp int; | |
precision highp sampler2D; | |
#include <pathtracing_uniforms_and_defines> | |
uniform sampler2D tTriangleTexture; | |
uniform sampler2D tAABBTexture; | |
uniform sampler2D tAlbedoTextures[8]; // 8 = max number of diffuse albedo textures per model |
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// scene/demo-specific variables go here | |
let modelMesh; | |
let modelScale = 1.0; | |
let modelPositionOffset = new THREE.Vector3(); | |
let albedoTexture; | |
let total_number_of_triangles = 0; | |
let triangle_array; | |
let triangleMaterialMarkers = []; | |
let pathTracingMaterialList = []; | |
let uniqueMaterialTextures = []; |
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let buildnodes = []; | |
let leftWorklist = []; | |
let rightWorklist = []; | |
let nodesUsed = 1; | |
let aabb_array_copy; | |
let k, value, side0, side1, side2; | |
let bestSplit, goodSplit, okaySplit; | |
let bestAxis, goodAxis, okayAxis; | |
let currentMinCorner = new THREE.Vector3(); | |
let currentMaxCorner = new THREE.Vector3(); |
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// scene/demo-specific variables go here | |
let sunAngle = 0; | |
let sunDirection = new THREE.Vector3(); | |
let tallBoxGeometry, tallBoxMaterial, tallBoxMesh; | |
let shortBoxGeometry, shortBoxMaterial, shortBoxMesh; | |
let PerlinNoiseTexture; | |
// called automatically from within initTHREEjs() function (located in InitCommon.js file) | |
function initSceneData() | |
{ |
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precision highp float; | |
precision highp int; | |
precision highp sampler2D; | |
#include <pathtracing_uniforms_and_defines> | |
uniform mat4 uTorusInvMatrix; | |
uniform InvMatrices_UniformGroup { | |
mat4 u_InvMatrices[64]; |
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// scene/demo-specific variables go here | |
let torusObject; | |
let InvMatrices_UniformGroup, TopLevelBVH_UniformGroup; | |
let u_InvMatrices = []; | |
let u_AABBData = []; | |
// called automatically from within initTHREEjs() function (located in InitCommon.js file) | |
function initSceneData() | |
{ | |
demoFragmentShaderFileName = 'Geometry_Showcase_Fragment.glsl'; |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>Hangman</title> | |
</head> | |
<body> | |
<h2>Hangman!</h2> | |
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// scene/demo-specific variables go here | |
let modelMesh; | |
let modelScale = 1.0; | |
let modelPositionOffset = new THREE.Vector3(); | |
let albedoTexture; | |
let total_number_of_triangles = 0; | |
let triangle_array; | |
let triangleMaterialMarkers = []; | |
let pathTracingMaterialList = []; | |
let uniqueMaterialTextures = []; |
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precision highp float; | |
precision highp int; | |
precision highp sampler2D; | |
uniform sampler2D tTriangleTexture; | |
uniform sampler2D tAABBTexture; | |
#include <pathtracing_uniforms_and_defines> | |
uniform mat4 uLight0_Matrix; |
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precision highp float; | |
precision highp int; | |
precision highp sampler2D; | |
uniform sampler2D tTriangleTexture; | |
uniform sampler2D tAABBTexture; | |
uniform sampler2D tHDRTexture; | |
#include <pathtracing_uniforms_and_defines> |
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