Area lights fixed.
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@@ -23,7 +23,7 @@ vec3 PointLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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l_dir = direction(i_pos);
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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@@ -34,7 +34,7 @@ vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const
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float d, att;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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l_dir = direction(i_pos);
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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