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In article <3A2C9E68.A926BC2A@student.murdoch.edu.au>, Paul Wise
<p.w### [at] student murdoch edu au> wrote:
> Could the normal of the skysphere be considered to be -1 times the ray
> direction?
I would think so...but you still don't have intersection point,
etc...and that information is passed around in one big chunk containing
intersection point, depth, raw normal, perturbed normal, which is why
you can't simply pass the normal. You could probably fake the surface as
direction*MAX_DISTANCE...but it might not be worth it, since a shader
with that faked information probably still won't work as expected...
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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