Added refractions and fresnel.
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@@ -10,20 +10,20 @@ class Material {
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public:
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vec3 m_diffuse;
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vec3 m_specular;
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vec3 m_ambient;
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float m_rho;
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float m_shininess;
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float m_ref_index;
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bool m_refract;
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Material(): m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_ambient(vec3(1.0f)), m_rho(0.0f), m_shininess(89.0f), m_ref_index(1.0f) { }
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Material(): m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_rho(0.0f), m_shininess(89.0f), m_ref_index(1.0f), m_refract(false) { }
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Material(const Material & m) {
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m_diffuse = m.m_diffuse;
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m_specular = m.m_specular;
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m_ambient = m.m_ambient;
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m_rho = m.m_rho;
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m_shininess = m.m_shininess;
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m_ref_index = m.m_ref_index;
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m_refract = m.m_refract;
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}
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};
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