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	//intersect ray with
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    //intersect ray with
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	hit_info hi;
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    hit_info hi;
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	bool hit = scene_->intersect(r, hi);
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    bool hit = scene_->intersect(r, hi);
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	if (!hit)
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    if (!hit)
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		return Vec3f(0.f);
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        return Vec3f(0.f, 0.5f, 0.f);
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	//Vec3f x, y, z = hi.shading_normal;
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    //Vec3f x, y, z = hi.shading_normal;
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	//orthogonal(z, x, y);
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    //orthogonal(z, x, y);
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	//return (Vec3f(hi.texcoords(0),hi.texcoords(1),0) + Vec3f(0.f)) / 1.f;
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    //return (Vec3f(hi.texcoords(0),hi.texcoords(1),0) + Vec3f(0.f)) / 1.f;
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		}
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        }
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	}
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    }
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	//use russian roulette to terminate path
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    //use russian roulette to terminate path
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	float prussian = 1.f;
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    float prussian = 1.f;
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	float rr = random();
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    float rr = mt_random();
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	if (r.depth > 3)
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    if (r.depth > 3)
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	{
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    {
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		prussian = rho_total;
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        prussian = rho_total;
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