@pmndrs/bvh
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    Variable WORLD_BOX_PADDINGConst

    WORLD_BOX_PADDING: number = ...

    Relative amount each world box is grown by, so rounding cannot make a ray miss the box of an instance it touches: the store into f32 (half an f32 step) and the ray's move into object space on the GPU. It is a fraction of each axis's summed term magnitude (see transformBounds), counted the same way as the GPU gather's BVH_INSTANCE_BOX_PADDING (gpu-instance-box.ts) and equal to it: 2^-20, 8 to 16 f32 steps of the largest term.