Moved BRDF to material definition.
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@@ -55,7 +55,7 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
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dir_spec_color += vis ? v_lights[l]->specular(n, r, i_pos, _f->m_mat) : vec3(0.0f);
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}
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color += (dir_diff_color * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_diffuse * dir_spec_color);
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color += (dir_diff_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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