Added refractions and fresnel.
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@@ -10,14 +10,12 @@ public:
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m_position = vec3(0.0f);
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m_diffuse = vec3(1.0f);
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m_specular = vec3(1.0f);
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m_ambient = vec3(0.05f);
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}
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DirectionalLight(vec3 _p, vec3 _d, vec3 _s, vec3 _a) {
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DirectionalLight(vec3 _p, vec3 _d, vec3 _s) {
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m_position = _p;
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m_diffuse = _d;
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m_specular = _s;
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m_ambient = _a;
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}
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virtual vec3 shade(vec3 normal, Ray & r, Material & m) const;
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