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uniform float u_elapsed_frames;
uniform vec2 u_scene_seed;
uniform vec2 u_camera_shift;
layout(location = 0) out vec4 o_color;
const float pi = 3.1415926535897932384626433832795;
const uint number_of_bounces = 8;
const float epsilon = 0.001;
const float max_distance = 10000.0;
layout (triangles) in;
layout (triangle_strip, max_vertices = 512) out;
in VS_OUT
{
vec3 normal;
vec3 view;
} gs_in[];
out GS_OUT