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a guest Sep 7th, 2014 200 Never
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  1.     for (float i = jitter; i < ITERATION_SIZE; i += 1)
  2.     {
  3.         vec2 sampleDistance = startPos - (i / ITERATION_SIZE) * remainingDistance;
  4.         float godRay = calcGodRay(sampleDistance);
  5.         accumulatedGodray += godRay;
  6.     }
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