+some changes. isolating problem
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@@ -38,9 +38,6 @@ typedef bool bool_t;
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#endif
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typedef float<3> float3;
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#if 0
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#define __ORIG
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#endif
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struct int3
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{
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@@ -49,11 +46,7 @@ struct int3
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struct Ray {
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float3 origin, dir, invDir;
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#ifdef __ORIG
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uniform unsigned int dirIsNeg[3];
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#else
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uniform int3 dirIsNeg;
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#endif
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float mint, maxt;
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int hitId;
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};
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@@ -117,15 +110,9 @@ static void generateRay(uniform const float raster2camera[4][4],
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ray.invDir = 1.f / ray.dir;
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#ifdef __ORIG
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ray.dirIsNeg[0] = any(ray.invDir.x < 0) ? 1 : 0;
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ray.dirIsNeg[1] = any(ray.invDir.y < 0) ? 1 : 0;
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ray.dirIsNeg[2] = any(ray.invDir.z < 0) ? 1 : 0;
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#else
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ray.dirIsNeg.x = any(ray.invDir.x < 0) ? 1 : 0;
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ray.dirIsNeg.y = any(ray.invDir.y < 0) ? 1 : 0;
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ray.dirIsNeg.z = any(ray.invDir.z < 0) ? 1 : 0;
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#endif
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}
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@@ -235,13 +222,13 @@ BVHIntersect(const uniform LinearBVHNode nodes[],
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}
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else {
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// Put far BVH node on _todo_ stack, advance to near node
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#ifdef __ORIG
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#if 0 /* fails */
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int dirIsNeg = r.dirIsNeg[node.splitAxis];
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#else
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int dirIsNeg;
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if (node.splitAxis == 0) dirIsNeg = r.dirIsNeg.x;
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if (node.splitAxis == 1) dirIsNeg = r.dirIsNeg.y;
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if (node.splitAxis == 2) dirIsNeg = r.dirIsNeg.z;
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if (node.splitAxis == 0) dirIsNeg = r.dirIsNeg[0];
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if (node.splitAxis == 1) dirIsNeg = r.dirIsNeg[1];
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if (node.splitAxis == 2) dirIsNeg = r.dirIsNeg[2];
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#endif
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if (dirIsNeg) {
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todo[todoOffset++] = nodeNum + 1;
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