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set rec to makeHitRecord()
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set nearInfinity to 2.0e20
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set nearZero to 0.001
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if depth <= 0
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return v3origin()
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set didHit to world's hit(r, nearZero, nearInfinity, rec)
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if didHit
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set rand to randomInHemisphere(normal of rec)
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set target to v3add(p of rec, rand)
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set dir to v3sub(target, p of rec)
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set material to material of rec
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if material = null
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log "no material on"
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log rec
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set scatterResult to material's scatter(r, rec)
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if (success of scatterResult)
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return v3mul(attenuation of scatterResult, rayColor(scattered of scatterResult, world, depth-1))
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return v3(0,0,0)
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set t to 0.5*(y of v3unit(direction of r) + 1.0)
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return v3add(v3mulScalar(v3(1.0, 1.0, 1.0),(1.0-t)), v3mulScalar(v3(0.5, 0.7, 1.0),t))
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on simpleScene()
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set materialGround to newLambertian(v3(0.5, 0.5, 0.5))
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set materialBlue to newLambertian(v3(0.1, 0.2, 0.5))
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set materialMetal to newMetal(v3(0.8, 0.6, 0.2), 1)
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set materialGlass to newDielectric(1.5)
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set world to newHittableList({})
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world's add(newSphere(v3( 0.0, -100.5, -1.0), 100.0, materialGround)) -- ground
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world's add(newSphere(v3( 0.0, 0.0, -1.0), 0.5, materialBlue)) -- center
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world's add(newSphere(v3(-1.0, 0.0, -1.0), 0.5, materialGlass)) -- left
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world's add(newSphere(v3( 1.0, 0.0, -1.0), 0.5, materialMetal)) -- right
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return world
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on randomScene()
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set groundMaterial to newLambertian(v3(0.5, 0.5, 0.5))
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world's add(newSphere(v3(0,-1000,0), 1000, groundMaterial))
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set minPos to -3
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set maxPos to 3
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set numItems to 5
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set stepSize to round ((maxPos - minPos) / sqrt(numItems)) rounding up
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repeat with a from minPos to maxPos by stepSize
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repeat with b from minPos to maxPos by stepSize
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set chooseMat to (random number)
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set sphereCenter to v3(a + 0.9*(random number), 0.2, b + 0.9*(random number))
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if (v3length(v3sub(sphereCenter, v3(4, 0.2, 0))) > 0.9)
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if (chooseMat < 0.8)
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set albedo to v3mul(v3randomInRange(0,1), v3randomInRange(0,1))
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set sphereMaterial to newLambertian(albedo)
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world's add(newSphere(sphereCenter, 0.2, sphereMaterial))
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else if (chooseMat < 0.95)
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set albedo to v3randomInRange(0.5, 1)
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set fuzz to randomInRange(0, 0.5)
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set sphereMaterial to newMetal(albedo, fuzz)
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set sphereMaterial to newDielectric(1.5)
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set material1 to newDielectric(1.5)
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world's add(newSphere(v3(0, 1, 0), 1.0, material1))
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set material2 to newLambertian(v3(0.4, 0.2, 0.1))
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world's add(newSphere(v3(-4, 1, 0), 1.0, material2))
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set material3 to newMetal(v3(0.7, 0.6, 0.5), 0.0)
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world's add(newSphere(v3(4, 1, 0), 1.0, material3))
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on writeRaytracedImage(filename, numWorkers, worker, imageWidth, samplesPerPixel, maxBounces)
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set aspectRatio to 16.0 / 9.0
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set imageHeight to round (imageWidth / aspectRatio) rounding down
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set world to randomScene()
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set cam to newCamera(v3(13,2,3), v3(0,0,0), v3(0,1,0), 20, aspectRatio)
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log "begin raytracing with " & (count (world's objects)) & " objects"
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set raytracingStartTime to current date
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set chunkSize to round (imageHeight / numWorkers) rounding up
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set chunkStart to chunkSize * worker
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set nextChunkStart to min((chunkSize * (worker + 1)), imageHeight)
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set actualChunkSize to nextChunkStart - chunkStart
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set imgrow to nextChunkStart - 1 -- j
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set rowCount to 0
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repeat until imgrow < chunkStart
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set scanlineStartTime to current date
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set imgcol to 0 -- i
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set pixelColor to v3origin()
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repeat with sample from 0 to samplesPerPixel
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set u to (imgcol + random number) / (imageWidth-1)
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set v to (imgrow + random number) / (imageHeight-1)
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set r to cam's getRay(u, v)
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v3addMut(pixelColor, rayColor(r, world, maxBounces))
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imagedata's append(correctColor(v3ToColor(v3divScalar(pixelColor, samplesPerPixel))))
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log "rendered scanline " & imgrow & " in " & (current date) - scanlineStartTime & "s ("& (round ((rowCount/actualChunkSize)*100))&"%)"
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set rowCount to rowCount + 1
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log "raytracing took " & (current date) - raytracingStartTime & "s"
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writePPMHeader(outfile,actualChunkSize,imageWidth)
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end writeRaytracedImage
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on getWorkerPartFilename(base, worker)
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base&"part_"&worker&".ppm"
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local worker
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local numWorkers
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local outputFile
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set imageWidth to my renderConfig's imageWidth
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set samplesPerPixel to my renderConfig's samplesPerPixel
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set maxBounces to my renderConfig's maxBounces
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if argv is {}
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set numWorkers to 1
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set worker to 0
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set outputFile to "output_"&(time of (current date))&".ppm"
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set numWorkers to my numSMPWorkers
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if (item 1 of argv) as text is "smp"
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