 {
 	if (isect->isVoxel) {
 		// For voxel.
-		rec->mtrlid = -1;
 
 		// Repair normal.
 		rec->normal = normalize(aten::vec3(isect->nml_x, isect->nml_y, isect->nml_z));

	// https://www.gamedev.net/forums/topic/551816-finding-the-aabb-surface-normal-from-an-intersection-point-on-aabb/

	auto point = org + *t_result * dir;
	auto center = real(0.5) * (boxmin + boxmin);
	auto extent = real(0.5) * (boxmin - boxmin);

	point.x -= center.x;
	point.y -= center.y;

		}

		rec->mtrlid = isect->mtrlid;

		rec->isVoxel = false;
	}

#ifdef ENABLE_TANGENTCOORD_IN_HITREC
