Remove temporary debug colouring in ray generation
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@ -36,8 +36,4 @@ fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let idx = img_coord.x + img_coord.y * img_dims.x;
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let ray = Ray(ray_pos, 0.0, ray_dir, 0);
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rays[idx] = ray;
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// Temp
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var color = vec4<f32>(f32(img_coord.x) / f32(img_dims.x), f32(img_coord.y) / f32(img_dims.y), 0.5, 1.0);
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textureStore(output, img_coord, color);
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}
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