Moved BRDF to material definition.
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@@ -88,7 +88,7 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
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amb_color = vis ? BCKG_COLOR * max(dot(n, rr.m_direction), 0.0f) / PDF : vec3(0.0f);
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}
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color += ((dir_diff_color + ind_color + amb_color) * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_diffuse * dir_spec_color);
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color += ((dir_diff_color + ind_color + amb_color) * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_specular * dir_spec_color);
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// Determine the specular reflection color.
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if (_f->m_mat.m_rho > 0.0f && rec_level < m_max_depth) {
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