sphere and disk area lights mostly ready (I think :S).
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@@ -12,11 +12,11 @@ using glm::dot;
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using glm::pow;
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using glm::max;
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inline vec3 DirectionalLight::direction(vec3 point) {
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vec3 DirectionalLight::direction(vec3 point) const {
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return m_position;
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}
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inline float DirectionalLight::distance(vec3 point) {
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float DirectionalLight::distance(vec3 point) const {
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return numeric_limits<float>::max();
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}
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