sphere and disk area lights mostly ready (I think :S).
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@@ -17,9 +17,8 @@ vec3 SpotLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att, spot_effect;
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vec3 l_dir, ref;
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l_dir = m_position - i_pos;
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d = length(l_dir);
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l_dir = normalize(l_dir);
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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spot_effect = dot(m_spot_dir, -l_dir);
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if (acos(spot_effect) < radians(m_spot_cutoff)) {
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@@ -35,9 +34,8 @@ vec3 SpotLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att, spot_effect;
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vec3 l_dir, ref;
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l_dir = m_position - i_pos;
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d = length(l_dir);
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l_dir = normalize(l_dir);
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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spot_effect = dot(m_spot_dir, -l_dir);
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if (acos(spot_effect) < radians(m_spot_cutoff)) {
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