Fix metal raytracing
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@@ -5,8 +5,8 @@
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#define _TRANSLUCENCY
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#define _ROULETTE
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#define _TRANSPARENCY
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// #define _FRESNEL
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#endif
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#define _FRESNEL
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#define _RENDER
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using namespace metal;
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@@ -200,6 +200,7 @@ kernel void raytracingKernel(
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// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);
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// #else
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// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE, ~0, 0, 1, 0, ray, payload);
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// #endif
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intersector<triangle_data, instancing> in;
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in.assume_geometry_type(geometry_type::triangle);
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@@ -329,7 +330,6 @@ kernel void raytracingKernel(
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}
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#endif
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}
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// #endif
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#ifdef _EMISSION
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if (payload.color.a == -2) {
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@@ -6,8 +6,8 @@
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#define _TRANSLUCENCY
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#define _ROULETTE
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#define _TRANSPARENCY
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// #define _FRESNEL
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#endif
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#define _FRESNEL
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#define _RENDER
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using namespace metal;
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@@ -201,6 +201,7 @@ kernel void raytracingKernel(
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// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);
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// #else
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// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE, ~0, 0, 1, 0, ray, payload);
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// #endif
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intersector<triangle_data, instancing> in;
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in.assume_geometry_type(geometry_type::triangle);
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@@ -330,7 +331,6 @@ kernel void raytracingKernel(
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}
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#endif
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}
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// #endif
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#ifdef _EMISSION
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if (payload.color.a == -2) {
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