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Zhuxinyue909 and others added 11 commits September 28, 2015 21:06
…l *dev_m, int iter, int traced, int currentd)







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		float theta = glm::dot(ray.direction, normal);
		float Rtheta = R_coeff(theta,m.indexOfRefraction);
		thrust::uniform_real_distribution <float> u01(0, 1);
		glm::vec3 refract_ray,reflect_ray;
		if (u01(rng)< Rtheta / (1 - Rtheta))//refract
		{
			//ray.direction = glm::refract(ray.direction, normal, 1.0);
		}
		else{

			//ray.direction = glm::reflect(-ray.direction, normal);
			//ray.origin = intersect;
			//	float Specular = glm::pow(Base, Material.exponent());
			//	color = m.specular.color * Specular
		}

	}
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