Added indirect illumination.
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@@ -14,8 +14,10 @@ public:
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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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float kd;
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float ks;
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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(): 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), kd(0.4f), ks(0.4f) { }
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Material(const Material & m) {
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m_diffuse = m.m_diffuse;
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