Minor changes.
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@@ -25,5 +25,5 @@ vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) c
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}
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vec3 DirectionalLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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return m.m_specular * m_brdf->specular(m_position, normal, r, m_specular, m.m_shininess);
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return m_brdf->specular(m_position, normal, r, m_specular, m.m_shininess);
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}
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