fix HTML problems associated with leading ---'s
Please do not use "**---**" in markdown lines to separate sections. This causes `pandoc(1)` to generate "**\<hr />**". The "**\<hr />**" has no effect in standard HTML 5 and interacts badly with unquoted attribute values. If a horizontal line is really needed, use "**\<hr>**". If a short line is needed, use: "**\<hr style="width:10%;text-align:left;margin-left:0">**"
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@@ -136,9 +136,7 @@ camera shader, and define light sources and surface reflectance properties using
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material shaders.
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-------------------------------------------
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Continue to the comments before function A
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-------------------------------------------
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### Continue to the comments before function A
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```
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@@ -160,7 +158,7 @@ Continue to the comments before function A
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R=0#n
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```
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-------------------------------------------
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<hr style="width:10%;text-align:left;margin-left:0">
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The function `A` initializes global settings:
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@@ -204,9 +202,7 @@ like if she used it on every single wall. She ends up using it on just one wall,
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the one facing my bed, to thank me for the effort.
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-------------------------------------------
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Continue to the comments before function a
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-------------------------------------------
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### Continue to the comments before function a
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```
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//As a bonus, find out what the first line does
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@@ -222,8 +218,7 @@ Continue to the comments before function a
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U=w+w+w
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```
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-------------------------------------------
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<hr style="width:10%;text-align:left;margin-left:0">
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The function `a` is the camera shader, which, well, generates the camera ray.
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It's supposed to return the ray in variables `UVWXYZ` and `ABCDEF` (that may
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@@ -256,9 +251,7 @@ explained in the material shaders part. For now, just put in:
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D=1;E=1;F=1
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```
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-------------------------------------------
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Continue to the comments before function 1
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-------------------------------------------
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### Continue to the comments before function 1
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```
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a]R=0+
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@@ -286,8 +279,7 @@ Continue to the comments before function 1
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D=1;E=1;F=1
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```
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--------------------------------------------------------
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<hr style="width:10%;text-align:left;margin-left:0">
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The numbered functions define materials, i.e., surface reflectance properties.
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As the name suggests, the shader simulates ray-surface interaction. It's done by
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@@ -318,9 +310,7 @@ optics. The jargon for this is `BRDF` (Bidirectional Reflectance Distribution
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Function) importance sampling. Let's continue to function `o`.
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-------------------------------------------
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Continue to the comments before function o
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-------------------------------------------
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### Continue to the comments before function o
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```
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//This function computes the starred wallpaper
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@@ -351,7 +341,7 @@ Continue to the comments before function o
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F=F*d
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```
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-------------------------------------------
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<hr style="width:10%;text-align:left;margin-left:0">
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Function `o` defines a diffuse (that is, dull) surface. To define reflectance
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properties like this, one needs to sample an outgoing ray direction, based on
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@@ -385,9 +375,7 @@ appearance.
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-------------------------------------------
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Continue to the EOF
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-------------------------------------------
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### Continue to the EOF
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```
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//diffuse ray generation
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@@ -489,7 +477,7 @@ Continue to the EOF
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C=7#C
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```
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-------------------------------------------
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<hr style="width:10%;text-align:left;margin-left:0">
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The last line, well, is the output filename. Just remember to throw in two `]`s
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and don't put a newline after it.
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