Milestone 2:
Recursive Ray Tracing Completed. TODO: - Bug fixes - Optimizations - Simple Interactions
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@@ -39,23 +39,23 @@
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<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
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<script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag LOADED IN lib2.js -------->
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<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
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<script id='my_title' type='text/html'>
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The Bouncing Earth
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Solar RTX
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</script>
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<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
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<script id='my_instructions' type='text/html'><font color=#909090>
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<p style="font-size:30px; ">This is a description
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of my cool homework
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that you are seeing now.</p>
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<p style="font-size:30px; ">I am implementing ray tracing<br>
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to multiple spheres with a single<br>
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light source and Phong shading.
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<p>
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<i style="font-size:25px;">Here is how it works:</i>
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<ul>
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@@ -86,18 +86,19 @@ that you are seeing now.</p>
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</script>
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<!!-------- YOU PROBABLY DON'T WANT TO CHANGE ANYTHING BELOW FOR NOW -------->
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<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
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<script>
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// CREATE THE HTML DOCUMENT
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let flags = 0x0;
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let vs = my_vertex_shader.innerHTML;
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//* LOADING FRAGMENT SHADER
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var client = new XMLHttpRequest();
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client.open('GET', './shader.frag');
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client.onloadend = function() {
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fs = (client.responseText);
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// START EVERYTHING.
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//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
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gl_start(canvas1, vs, fs);
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editor.getSession().setValue(fs);
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editor.session.on('change', function(delta) {
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