Added refractions and fresnel.
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@@ -13,8 +13,6 @@ vec3 DirectionalLight::shade(vec3 normal, Ray & r, Material & m) const {
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float n_dot_l, r_dot_l;
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vec3 color, ref;
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//color = m.m_ambient * m_ambient;
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n_dot_l = max(dot(normal, m_position), 0.0);
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color += (m.m_diffuse / pi<float>()) * m_diffuse * n_dot_l;
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