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struct RayBounds {
t_entry: f32,
t_exit: f32,
hit: bool,
};
fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> RayBounds {
let inv_rd = 1.0 / rd;
let t0 = (-extent - ro) * inv_rd;
let t1 = (extent - ro) * inv_rd;
let tmin_vec = min(t0, t1);
let tmax_vec = max(t0, t1);
let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z)));
let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z));
return RayBounds(t_entry, t_exit, t_entry <= t_exit);
}
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