foreach[_tiled] seems to work now
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@@ -228,57 +228,54 @@ static inline void ao_tile(
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seed_rng(&rngstate, programIndex + (y0 << (programIndex & 31)));
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float invSamples = 1.f / nsubsamples;
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for (uniform int y = y0; y < y1; y++)
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for (uniform int xb = x0; xb < x1; xb += programCount)
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{
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const int x = xb + programIndex;
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const int offset = 3 * (y * w + x);
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float res = 0.0f;
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foreach_tiled (y = y0 ... y1, x = x0 ... x1)
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{
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const int offset = 3 * (y * w + x);
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float res = 0.0f;
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for (uniform int u = 0; u < nsubsamples; u++)
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for (uniform int v = 0; v < nsubsamples; v++)
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{
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float du = (float)u * invSamples, dv = (float)v * invSamples;
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// Figure out x,y pixel in NDC
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float px = (x + du - (w / 2.0f)) / (w / 2.0f);
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float py = -(y + dv - (h / 2.0f)) / (h / 2.0f);
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float ret = 0.f;
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Ray ray;
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Isect isect;
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ray.org = 0.f;
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// Poor man's perspective projection
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ray.dir.x = px;
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ray.dir.y = py;
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ray.dir.z = -1.0;
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vnormalize(ray.dir);
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isect.t = 1.0e+17;
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isect.hit = 0;
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for (uniform int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(isect, ray, spheres[snum]);
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ray_plane_intersect(isect, ray, plane);
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// Note use of 'coherent' if statement; the set of rays we
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// trace will often all hit or all miss the scene
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if (isect.hit) {
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ret = ambient_occlusion(isect, plane, spheres, rngstate);
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ret *= invSamples * invSamples;
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res += ret;
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}
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}
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if (xb < x1)
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for (uniform int u = 0; u < nsubsamples; u++)
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for (uniform int v = 0; v < nsubsamples; v++)
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{
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image[offset ] = res;
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image[offset+1] = res;
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image[offset+2] = res;
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float du = (float)u * invSamples, dv = (float)v * invSamples;
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// Figure out x,y pixel in NDC
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float px = (x + du - (w / 2.0f)) / (w / 2.0f);
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float py = -(y + dv - (h / 2.0f)) / (h / 2.0f);
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float ret = 0.f;
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Ray ray;
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Isect isect;
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ray.org = 0.f;
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// Poor man's perspective projection
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ray.dir.x = px;
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ray.dir.y = py;
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ray.dir.z = -1.0;
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vnormalize(ray.dir);
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isect.t = 1.0e+17;
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isect.hit = 0;
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for (uniform int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(isect, ray, spheres[snum]);
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ray_plane_intersect(isect, ray, plane);
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// Note use of 'coherent' if statement; the set of rays we
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// trace will often all hit or all miss the scene
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if (isect.hit) {
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ret = ambient_occlusion(isect, plane, spheres, rngstate);
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ret *= invSamples * invSamples;
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res += ret;
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}
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}
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//if (x < x1)
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{
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image[offset ] = res;
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image[offset+1] = res;
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image[offset+2] = res;
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}
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}
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}
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