2022-12-10 14:25:09 -05:00
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// these values get dynamically defined by the preprocessor
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#define maxTriangleCount 336
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#define objectCount 6
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#define imageWidth 800
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#define imageHeight 600
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2022-12-12 02:07:59 -05:00
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/*#define imageOrigin (float3)(0,0,0)
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#define horizontalAxis (float3)(0,0,0)
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#define verticalAxis (float3)(0,0,0)
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#define cameraPosition (float3)(0,0,0) */
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2022-12-10 14:25:09 -05:00
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2022-12-12 02:07:59 -05:00
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#define MAX_DEPTH 50
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#define MAX_PER_PIXEL 50
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2022-12-10 14:25:09 -05:00
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#define PI 3.1415926535897
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2022-12-12 02:07:59 -05:00
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#include "randoms_git.cl"
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2022-12-10 14:25:09 -05:00
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struct Ray {
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// the starting point for our ray
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float3 start;
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// and the direction it is currently traveling
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float3 direction;
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float3 inverseDirection;
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};
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struct HitData {
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// the hit point on the object
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float3 hitPoint;
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// the normal of that hit point
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float3 normal;
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// the length of the vector from its origin in its direction.
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float length;
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};
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2022-12-12 02:07:59 -05:00
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// required because for some reason OpenCL stores vectors in a really weird byte order??
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// this prevents all of the graphical issues + allows us to assume the order *no platform dependance*
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struct Vec {
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float x, y, z;
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};
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float3 randomVector(unsigned long seed){
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2022-12-12 15:47:56 -05:00
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pcg6432_state state;
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pcg6432_seed(&state, seed);
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return ((float3)(pcg6432_float(state), pcg6432_float(state), pcg6432_float(state)) * 2) - 1;
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2022-12-10 14:25:09 -05:00
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}
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float3 along(struct Ray ray, float length) {
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return ray.start + length * ray.direction;
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}
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float lengthSquared(float3 vec){
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return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z;
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}
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float magnitude(float3 vec){
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return sqrt(lengthSquared(vec));
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}
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struct Ray projectRay(__global struct Vec* cameraData, float x, float y){
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float transformedX = (x / (imageWidth - 1));
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float transformedY = (y / (imageHeight - 1));
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float3 cameraPosition = (float3)(cameraData[0].x, cameraData[0].y, cameraData[0].z);
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float3 verticalAxis = (float3)(cameraData[1].x, cameraData[1].y, cameraData[1].z);
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float3 horizontalAxis = (float3)(cameraData[2].x, cameraData[2].y, cameraData[2].z);
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float3 imageOrigin = (float3)(cameraData[3].x, cameraData[3].y, cameraData[3].z);
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struct Ray ray;
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ray.start = cameraPosition;
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ray.direction = (imageOrigin + (transformedX * horizontalAxis) + (transformedY * verticalAxis)) - cameraPosition;
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ray.inverseDirection = 1.0f / ray.direction;
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return ray;
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}
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bool checkIfHit(struct HitData* data, struct Ray ray, float3 position, float radius, float min, float max){
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float radiusSquared = radius * radius;
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float3 rayWRTSphere = ray.start - position;
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// now determine the discriminant for the quadratic formula for the function of line sphere intercept
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float a = lengthSquared(ray.direction);
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float b = dot(rayWRTSphere, ray.direction);
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float c = lengthSquared(rayWRTSphere) - radiusSquared;
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// > 0: the hit has two roots, meaning we hit both sides of the sphere
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// = 0: the ray has one root, we hit the edge of the sphere
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// < 0: ray isn't inside the sphere.
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float discriminant = b * b - (a * c);
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// < 0: ray isn't inside the sphere. Don't need to bother calculating the roots.
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if (discriminant < 0) {
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return false;
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}
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// now we have to find the root which exists inside our range [min,max]
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float root = (-b - sqrt(discriminant)) / a;
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// if the first root isn't in our range
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if (root < min || root > max) {
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// check the second root
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root = (-b + sqrt(discriminant)) / a;
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if (root < min || root > max) {
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// if the second isn't in the range then we also must return false.
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return false;
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}
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}
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// the hit point is where the ray is when extended to the root
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float3 RayAtRoot = along(ray,root);
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// The normal of a sphere is just the point of the hit minus the center position
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float3 normal = (RayAtRoot - position) / radius;
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// have to invert the v since we have to invert the v again later due to triangles
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data->hitPoint = RayAtRoot;
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data->normal = normal;
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data->length = root;
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return true;
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}
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bool scatter(struct Ray* ray, struct HitData data, int currentDepth){
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const float EPSILON = 0.0000001f;
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int x = get_global_id(0);
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int y = get_global_id(1);
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unsigned long seed = x * y * currentDepth;
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float3 newRay = data.normal + normalize(randomVector(seed));
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// rays that are close to zero are liable to floating point precision errors
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if (newRay.x < EPSILON && newRay.y < EPSILON && newRay.z < EPSILON)
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newRay = data.normal;
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ray->start = data.hitPoint;
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ray->direction = newRay;
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ray->inverseDirection = 1/ray->direction;
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return true;
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}
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int checkWorldForIntersection(struct HitData* hit, struct Ray ray){
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const float4 positions[] = {
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(float4)(0, 1, -2, 1.0f),
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(float4)(0, -100.0f, 0, 100.0f),
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(float4)(0, 1, 0, 1.0f),
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(float4)(0, 1, 5, 1.0f),
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(float4)(10, 5, 5, 1.0f),
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};
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hit->length = 100000000.0f;
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int hasHit = 0;
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for (int i = 0; i < 5; i++){
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if (checkIfHit( hit, ray, (float3)(positions[i].x, positions[i].y, positions[i].z), positions[i].w, 0.001f, hit->length )){
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hasHit = i+1;
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}
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}
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return hasHit;
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}
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float4 raycastI(struct Ray ray){
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const float4 colors[] = {
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(float4)(1.0f, 0.0f, 0.0f, 1.0f),
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(float4)(0.0f,1.0f,0.0f, 1.0f),
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(float4)(0.0f,0.0f,1.0f, 1.0f),
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(float4)(0.0f,1.0f,1.0f, 1.0f),
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(float4)(1.0f,0.0f,1.0f, 1.0f)
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};
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struct Ray localRay = ray;
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float4 localColor = (float4)(1.0f);
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for (int _ = 0; _ < MAX_DEPTH; _++){
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struct HitData hit;
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int hitIndex = checkWorldForIntersection(&hit, localRay);
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if ( hitIndex ){
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if (scatter(&localRay, hit, _)){
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localColor = localColor * colors[hitIndex-1];
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} else {
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localColor = (float4)(0.0,0.0,0.0,0.0);
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break;
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}
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} else {
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// since we didn't hit, we hit the sky.
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localColor = localColor * (float4)(0.5, 0.7, 1.0, 1.0);
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// if we don't hit we cannot keep looping.
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break;
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}
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localColor += localColor;
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}
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return localColor;
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}
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__kernel void raycast(__write_only image2d_t outputImage, __global unsigned char* objects, __global struct Vec* cameraData) {
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unsigned long currentByte = 0;
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int x = get_global_id(0);
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int y = get_global_id(1);
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float4 color = (float4)(0.0);
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2022-12-12 02:07:59 -05:00
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for (int i = 0; i < MAX_PER_PIXEL; i++){
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pcg6432_state state;
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unsigned long seed = x * y * i;
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pcg6432_seed(&state, seed);
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color = color + raycastI(projectRay(cameraData, x + pcg6432_float(state), y + pcg6432_float(state)));
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}
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float scaleFactor = 1.0 / MAX_PER_PIXEL;
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write_imagef(outputImage, (int2)(x, y), (float4)(sqrt(color.x * scaleFactor), sqrt(color.y * scaleFactor), sqrt(color.z * scaleFactor), 1.0f));
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//pcg6432_state state;
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//unsigned long seed = x * y;
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//pcg6432_seed(&state, seed);
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//write_imagef(outputImage, (int2)(x, y), (float4)(randomVector(state), 1.0f));
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}
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