Add existing to tracked
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//This file is automatically rebuilt by the Cesium build process.
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export default "// See IntersectionUtils.glsl for the definitions of Ray, RayShapeIntersection,\n\
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// NO_HIT, Intersections\n\
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\n\
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/* Box defines (set in Scene/VoxelBoxShape.js)\n\
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#define BOX_INTERSECTION_INDEX ### // always 0\n\
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*/\n\
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\n\
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uniform sampler2D u_renderBoundPlanesTexture;\n\
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\n\
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RayShapeIntersection intersectBoundPlanes(in Ray ray) {\n\
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vec4 lastEntry = vec4(ray.dir, -INF_HIT);\n\
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vec4 firstExit = vec4(-ray.dir, +INF_HIT);\n\
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for (int i = 0; i < 6; i++) {\n\
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vec4 boundPlane = getBoundPlane(u_renderBoundPlanesTexture, i);\n\
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vec4 intersection = intersectPlane(ray, boundPlane);\n\
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if (dot(ray.dir, boundPlane.xyz) < 0.0) {\n\
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lastEntry = intersection.w > lastEntry.w ? intersection : lastEntry;\n\
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} else {\n\
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firstExit = intersection.w < firstExit.w ? intersection: firstExit;\n\
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}\n\
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}\n\
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\n\
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if (lastEntry.w < firstExit.w) {\n\
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return RayShapeIntersection(lastEntry, firstExit);\n\
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} else {\n\
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return RayShapeIntersection(vec4(-ray.dir, NO_HIT), vec4(ray.dir, NO_HIT));\n\
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}\n\
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}\n\
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\n\
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void intersectShape(in Ray rayUV, in Ray rayEC, inout Intersections ix)\n\
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{\n\
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RayShapeIntersection intersection = intersectBoundPlanes(rayEC);\n\
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setShapeIntersection(ix, BOX_INTERSECTION_INDEX, intersection);\n\
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}\n\
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";
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