Moved BRDF to material definition.
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@@ -28,7 +28,7 @@ vec3 PointLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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l_dir = normalize(l_dir);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return att * m_brdf->diffuse(l_dir, normal, r, m_diffuse);
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return att * m.m_brdf->diffuse(l_dir, normal, r, m_diffuse);
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}
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vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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@@ -40,5 +40,5 @@ vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const
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l_dir = normalize(l_dir);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return att * m_brdf->specular(l_dir, normal, r, m_specular, m.m_shininess);
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return att * m.m_brdf->specular(l_dir, normal, r, m_specular, m.m_shininess);
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}
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