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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, 0.5f, 0.f);
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        return Vec3f(0.f, 0.f, 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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