add Lambertian material
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					 7 changed files with 85 additions and 19 deletions
				
			
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			@ -30,7 +30,7 @@ pub const Camera = struct {
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    pub fn getRay(self: Camera, u: f32, v: f32) Ray {
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        return Ray{
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            .origin = self.origin,
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            .direction = self.lowerLeftCorner.add(self.horizontal.mul(u)).add(self.vertical.mul(v)).sub(self.origin),
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            .direction = self.lowerLeftCorner.add(self.horizontal.mul_s(u)).add(self.vertical.mul_s(v)).sub(self.origin),
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        };
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    }
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};
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			@ -1,12 +1,14 @@
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const Point3 = @import("vec3.zig").Point3;
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const Vec3 = @import("vec3.zig").Vec3;
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const Ray = @import("ray.zig").Ray;
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const Material = @import("material.zig").Material;
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pub const HitRecord = struct {
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    p: Point3,
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    normal: Vec3,
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    t: f32,
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    front_face: bool,
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    material: Material,
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    pub fn setFaceNormal(hit: *HitRecord, ray: Ray, outward_normal: Vec3) void {
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        const front_face = Vec3.dot(ray.direction, outward_normal) < 0;
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			@ -1,6 +1,7 @@
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const std = @import("std");
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const print = std.debug.print;
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const Random = std.rand.Random;
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const sdl = @import("sdl.zig");
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const vec3 = @import("vec3.zig");
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const Vec3 = vec3.Vec3;
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			@ -11,6 +12,10 @@ const Ray = @import("ray.zig").Ray;
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const Sphere = @import("sphere.zig").Sphere;
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const World = @import("world.zig").World;
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const Camera = @import("camera.zig").Camera;
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const material = @import("material.zig");
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const Material = material.Material;
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const MaterialType = material.MaterialType;
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const scatter = @import("material.zig").scatter;
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// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
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// See https://github.com/zig-lang/zig/issues/565
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			@ -41,15 +46,16 @@ fn rayColor(ray: Ray, world: World, rng: *Random, depth: i32) Color {
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    }
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    if (world.hit(ray, 0.001, 99999)) |hit| {
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        const target = hit.p.add(vec3.random_in_hemisphere(rng, hit.normal));
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        const newRay = Ray{ .origin = hit.p, .direction = target.sub(hit.p)};
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        return rayColor(newRay, world, rng, depth - 1).div(2);
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        if (scatter(ray, hit, rng)) |sRay| {
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            return sRay.color.mul(rayColor(sRay.ray, world, rng, depth - 1));
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        }
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        return Color{ .x = 0, .y = 0, .z = 0 };
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    }
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    const unitDirection = vec3.unitVector(ray.direction);
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    const unitDirection = ray.direction.unit();
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    const t = 0.5 * (unitDirection.y + 1.0);
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    const white = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
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    const blue = Color{ .x = 0.5, .y = 0.7, .z = 1.0 };
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    return white.mul(1.0 - t).add(blue.mul(t));
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    return white.mul_s(1.0 - t).add(blue.mul_s(t));
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}
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fn setProgress(surface: *sdl.c.SDL_Surface, width: usize, height: usize, percent: f32) void {
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			@ -87,9 +93,18 @@ pub fn main() anyerror!void {
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    const maxDepth = 5;
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    // World
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    const materialGround = Material{
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        .materialType = MaterialType.Lambertian,
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        .color = Color{ .x = 0.8, .y = 0.8, .z = 0.0 },
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    };
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    const materialCenter = Material{
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        .materialType = MaterialType.Lambertian,
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        .color = Color{ .x = 0.7, .y = 0.3, .z = 0.3 },
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    };
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    const spheres = [_]Sphere{
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        Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5 },
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        Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100 },
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        Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5, .material = materialCenter },
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        Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100, .material = materialGround },
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     };
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    const world = World{ .spheres = spheres[0..spheres.len] };
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										35
									
								
								in_one_weekend/src/material.zig
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										35
									
								
								in_one_weekend/src/material.zig
									
										
									
									
									
										Normal file
									
								
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			@ -0,0 +1,35 @@
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const std = @import("std");
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const Random = std.rand.Random;
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const vec3 = @import("vec3.zig");
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const Color = @import("color.zig").Color;
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const Ray = @import("ray.zig").Ray;
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const HitRecord = @import("hittable.zig").HitRecord;
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pub const MaterialType = enum {
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    Lambertian,
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};
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pub const Material = struct {
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    materialType: MaterialType,
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    color: Color,
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};
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pub const ScatteredRay = struct {
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    ray: Ray,
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    color: Color,
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};
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pub fn scatter(ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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    var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
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    // Catch degenerate scatter direction
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    if (scatterDirection.nearZero()) {
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        scatterDirection = hit.normal;
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    }
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    return ScatteredRay{
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        .ray = Ray{ .origin = hit.p, .direction = scatterDirection},
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        .color = hit.material.color,
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    };
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}
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			@ -6,6 +6,6 @@ pub const Ray = struct {
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    direction: Vec3,
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    pub fn at(self: Ray, t: f32) Point3 {
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        return self.origin.add(self.direction.mul(t));
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        return self.origin.add(self.direction.mul_s(t));
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    }
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};
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			@ -4,10 +4,12 @@ const Point3 = @import("vec3.zig").Point3;
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const Vec3 = @import("vec3.zig").Vec3;
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const HitRecord = @import("hittable.zig").HitRecord;
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const Ray = @import("ray.zig").Ray;
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const Material = @import("material.zig").Material;
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pub const Sphere = struct {
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    center: Point3,
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    radius: f32,
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    material: Material,
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    pub fn hit(self: Sphere, ray: Ray, t_min: f32, t_max: f32) ?HitRecord {
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        const oc = ray.origin.sub(self.center);
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			@ -37,6 +39,7 @@ pub const Sphere = struct {
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            .p = rayAtRoot,
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            .normal = rayAtRoot.sub(self.center).div(self.radius),
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            .front_face = false,
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            .material = self.material,
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        };
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        const outwardNormal = hitLocal.p.sub(self.center).div(self.radius);
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        HitRecord.setFaceNormal(&hitLocal, ray, outwardNormal);
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			@ -24,7 +24,15 @@ pub const Vec3 = packed struct {
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        };
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    }
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    pub fn mul(self: Vec3, scalar: f32) Vec3 {
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    pub fn mul(self: Vec3, v: Vec3) Vec3 {
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        return Vec3{
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            .x = self.x * v.x,
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            .y = self.y * v.y,
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            .z = self.z * v.z,
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        };
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    }
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    pub fn mul_s(self: Vec3, scalar: f32) Vec3 {
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        return Vec3{
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            .x = self.x * scalar,
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            .y = self.y * scalar,
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			@ -60,14 +68,17 @@ pub const Vec3 = packed struct {
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        };
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    }
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    // pub fn unit_vector() Vec3 {
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    //     return
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    // }
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};
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    pub fn unit(self: Vec3) Vec3 {
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        return self.div(self.length());
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    }
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pub fn unitVector(vec: Vec3) Vec3 {
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    return vec.div(vec.length());
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}
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    pub fn nearZero(self: Vec3) bool {
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        const t = 1e-8;
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        return math.absFloat(self.x) < t
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            and math.absFloat(self.y) < t
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            and math.absFloat(self.z) < t;
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    }
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};
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pub fn random(rng: *Random, min: f32, max: f32) Vec3 {
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    const range = max - min;
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			@ -88,7 +99,7 @@ pub fn random_in_unit_sphere(rng: *Random) Vec3 {
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}
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pub fn random_unit_vector(rng: *Random) Vec3 {
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    return unitVector(random_in_unit_sphere(rng));
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    return random_in_unit_sphere(rng).unit();
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}
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pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
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			@ -97,7 +108,7 @@ pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
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        // In the same hemisphere as the normal
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        return in_unit_sphere;
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    } else {
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        return in_unit_sphere.mul(-1);
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        return in_unit_sphere.mul_s(-1);
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    }
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}
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