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property material: _material
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return sphere
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script hittableListPrototype
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on clear()
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set my objects to {}
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on add(object)
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set end of my objects to object
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on hit(r, tMin, tMax, rec)
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set tempRec to makeHitRecord()
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set hitAnything to false
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set closestSoFar to tMax
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repeat with object in my objects
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if object's hit(r, tMin, closestSoFar, tempRec)
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set hitAnything to true
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set closestSoFar to t of tempRec
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hitRecordCopyFrom(rec, tempRec)
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return hitAnything
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on newHittableList(_objects)
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script hittableList
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property parent: hittableListPrototype
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property objects: _objects
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return hittableList
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on reflect(v, n)
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return v3sub(v, v3mulScalar(n, 2*v3dot(v, n)))
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on refract(uv, n, etaiOverEtat)
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set cosTheta to min(v3dot(v3mulScalar(uv, -1), n), 1.0)
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set rOutPerp to v3mulScalar(v3add(uv, v3mulScalar(n, cosTheta)), etaiOverEtat)
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set rOutParallel to v3mulScalar(n, -1*sqrt(abs(1.0 - v3lengthSq(rOutPerp))))
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return v3add(rOutPerp, rOutParallel)
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on reflectance(cosine, refIdx)
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set r0 to (1-refIdx) / (1+refIdx)
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set r0 to r0*r0
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return r0 + (1-r0) * ((1 - cosine)^5)
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on newLambertian(_albedo)
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script lambertian
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property albedo: _albedo
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on scatter(rIn, rec)
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set scatterDirection to v3add(normal of rec, randomUnitVector())
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if v3nearZero(scatterDirection)
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set scatterDirection to normal of rec
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{ ¬ scattered: makeRay(p of rec, scatterDirection), ¬ attenuation: v3clone(my albedo), ¬ success: true ¬ }
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return lambertian
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on newMetal(_albedo, _fuzz)
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script metal
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property fuzz: clamp(_fuzz, 0, 1)
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set reflected to reflect(v3unit(direction of rIn), normal of rec)
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local fuzzDirection
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if my fuzz > 1
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set fuzzDirection to v3mulScalar(randomInUnitSphere(), my fuzz)
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set fuzzDirection to v3origin()
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set scattered to makeRay(p of rec, v3add(reflected, fuzzDirection))
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set success to v3dot(direction of scattered, normal of rec) > 0
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{ ¬ scattered: scattered, ¬ attenuation: v3clone(my albedo), ¬ success: success ¬ }
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return metal
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on newDielectric(_indexOfRefraction)
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script dielectric
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property indexOfRefraction: _indexOfRefraction
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if frontFace of rec
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set refractionRatio to (1.0/(my indexOfRefraction))
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set refractionRatio to my indexOfRefraction
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set unitDirection to v3unit(direction of rIn)
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set cosTheta to min(v3dot(v3mulScalar(unitDirection, -1), normal of rec), 1.0)
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set sinTheta to sqrt(1.0 - cosTheta*cosTheta)
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set cannotRefract to refractionRatio * sinTheta > 1.0
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local direction
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if cannotRefract or reflectance(cosTheta, refractionRatio) > random number
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set direction to reflect(unitDirection, normal of rec)
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set direction to refract(unitDirection, normal of rec, refractionRatio)
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set scattered to makeRay(p of rec, direction)
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{ ¬ scattered: scattered, ¬ attenuation: v3(1.0, 1.0, 1.0), ¬ success: true ¬ }
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return dielectric
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on newCamera(lookfrom, lookat, vup, vfov, aspectRatio)
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set h to tan(vfov/2) -- this tan() function expects degrees
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set _viewportHeight to 2.0 * h
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set _viewportWidth to aspectRatio * _viewportHeight
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set _focalLength to 1.0
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set w to v3unit(v3sub(lookfrom, lookat))
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set u to v3unit(v3cross(vup, w))
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set v to v3cross(w, u)
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set _origin to v3clone(lookfrom)
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set _horizontal to v3mulScalar(u, _viewportWidth)
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set _vertical to v3mulScalar(v, _viewportHeight)
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set _lowerLeftCorner to ¬
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v3sub( ¬
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v3sub(_origin, v3divScalar(_horizontal, 2)), ¬
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v3divScalar(_vertical, 2) ¬
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), ¬
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w ¬
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)
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script camera
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property viewportHeight : _viewportHeight
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property viewportWidth : _viewportWidth
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property focalLength : _focalLength
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property origin : _origin
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property horizontal : _horizontal
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property vertical : _vertical
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property lowerLeftCorner: _lowerLeftCorner
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on getRay(s, t)
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makeRay(my origin, v3sub(v3add(v3add(my lowerLeftCorner, v3mulScalar(my horizontal, s)), v3mulScalar(my vertical, t)), my origin))
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on rayColor(r, world, depth)
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