 /**
  * Traces a ray through the scene.
  *
- * @param rsi   Random seed index offset.
- *
  * @returns Color.
  */
-vec3 trace(Ray ray, inout int rsi) {
+vec3 trace(Ray ray) {
 
     vec3 color = vec3(0, 0, 0);
     vec3 weight = vec3(1, 1, 1);

}

vec2 uv;

highp float random(const int i) {

    return noise(

        0.5 * (uv.xy + sample_vec3(random_seeds, i, N_RANDOM_SEEDS).x)
    );
}



            if (cell_index.y >= degree) { break; }

            sum += trace_through(origin + cell_index * cell_size);

            cell_index.y += 1.0;
        }
