Area lights fixed.
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@@ -17,7 +17,7 @@ vec3 SpotLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att, spot_effect;
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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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spot_effect = dot(m_spot_dir, -l_dir);
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@@ -34,7 +34,7 @@ vec3 SpotLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att, spot_effect;
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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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spot_effect = dot(m_spot_dir, -l_dir);
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