Disable specular calculations for now.
Just to simplify things while I'm figuring out the lighting model...
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@ -298,6 +298,7 @@ Scene::trace_ray(const Ray &ray,
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* Specular lighting. (Reflections, etc.)
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* Specular lighting. (Reflections, etc.)
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*/
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*/
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#if 0
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Double specular_level = shape_material.GetSpecularIntensity();
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Double specular_level = shape_material.GetSpecularIntensity();
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const Color& specular_color = shape_material.GetSpecularColor();
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const Color& specular_color = shape_material.GetSpecularColor();
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@ -322,6 +323,7 @@ Scene::trace_ray(const Ray &ray,
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// TODO: Mix in specular_color of material.
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// TODO: Mix in specular_color of material.
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out_color += specular_level * specular_color * reflection_color;
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out_color += specular_level * specular_color * reflection_color;
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#endif
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return out_color;
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return out_color;
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}
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}
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