change references to post Great Fork Merge URLs

In preparation for the **Great Fork Merge**:

We change references for the repo from
`https://github.com/ioccc-src/temp-test-ioccc`
to `https://github.com/ioccc-src/winner`.

We change references for the web site from
`https://ioccc-src.github.io/temp-test-ioccc`
to `https://github.com/ioccc-src/winner`.

NOTE: There will be a **LOT OF LINKS BROKEN**, because of the changes
to the REPO URL and the WEBSITE URL, until the **Great Fork Merge**
updates the+[official IOCCC website](https://www.ioccc.org).
This commit is contained in:
Landon Curt Noll committed 2024-12-28 21:56:40 -08:00
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commit 6b950a2e3c
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@@ -413,7 +413,7 @@
<div class="navbar">
<a class="Left" href="../index.html">&uarr; jump to 2013/hou/index.html &uarr;</a>
<a class="Right" href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fioccc-src.github.io%2Ftemp-test-ioccc%2F2013%2Fhou%2Fdoc%2Fexample.html">&#x2713;</a>
<a class="Right" href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fwww.ioccc.org%2F2013%2Fhou%2Fdoc%2Fexample.html">&#x2713;</a>
</div>
<!-- END: this line ends content from: inc/navbar.up2index.html -->
@@ -552,7 +552,7 @@ indirect source.</p>
of up to 32 volumes, each with 64x64x64 cells. The volume 0 is the ‘top level’
volume where the camera goes. Each cell of a volume can be empty, filled with a
material, or another volume. The roundish characters in
<a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/old_default.scene">old_default.scene</a> and the carpet on the floor in this
<a href="https://github.com/ioccc-src/winner/blob/master/2013/hou/old_default.scene">old_default.scene</a> and the carpet on the floor in this
file are examples where a cell is defined to another volume. Materials will be
explained later.</p>
<p>The volume shader for the i-th volume is named as the (i+1)-th capital letter.
@@ -603,7 +603,7 @@ the camera, and shoot a ray from the camera point to the image plane point, see:
width=935 height=632></p>
<p>.. and the ray direction vector (image plane point - camera point) is <code>(X,Y,Z)</code>. For the
coordinate space, volume 0 is scaled up 64x here to <code>(0,0,0)-(4096,4096,4096)</code>.</p>
<p>For a basic camera shader example, check <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/otherroom.scene">otherroom.scene</a>.</p>
<p>For a basic camera shader example, check <a href="https://github.com/ioccc-src/winner/blob/master/2013/hou/otherroom.scene">otherroom.scene</a>.</p>
<p>If any ray goes out of volume 0, the renderer crashes. Make sure it doesn’t
happen. Wall up everything.</p>
<p>Variables <code>ABCDEF</code> control the color returned from the ray. They will be
@@ -886,7 +886,7 @@ and don’t put a newline after it.</p>
<div id="coda"><h3>Coda</h3>
<p>
<a href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fioccc-src.github.io%2Ftemp-test-ioccc%2F2013%2Fhou%2Fdoc%2Fexample.html" rel="nofollow">Nu HTML check this web page</a><br>
<a href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fwww.ioccc.org%2F2013%2Fhou%2Fdoc%2Fexample.html" rel="nofollow">Nu HTML check this web page</a><br>
<a href="#top">Jump to top</a> <a href="#content">Jump to Content</a>
</p>
</div>