Added reflection material
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@@ -5,6 +5,7 @@ use nalgebra::Vector3;
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pub struct Material {
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pub kd: Vector3<f32>,
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pub ks: Vector3<f32>,
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pub kr: Vector3<f32>,
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pub shininess: f32,
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}
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@@ -12,37 +13,73 @@ impl Material {
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pub fn new(kd: Vector3<f64>, ks: Vector3<f64>, shininess: f64) -> Material {
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let kd = kd.cast();
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let ks = ks.cast();
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let kr = ks.cast();
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let shininess = shininess as f32;
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Material { kd, ks, shininess }
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Material {
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kd,
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ks,
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kr,
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shininess,
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}
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}
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pub fn magenta() -> Material {
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let kd = Vector3::new(1.0, 0.0, 1.0);
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let ks = Vector3::new(1.0, 0.0, 1.0);
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let kr = Vector3::new(0.0, 0.0, 0.0);
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let shininess = 0.5;
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Material { kd, ks, shininess }
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Material {
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kd,
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ks,
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kr,
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shininess,
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}
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}
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pub fn turquoise() -> Material {
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let kd = Vector3::new(0.25, 0.3, 0.7);
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let ks = Vector3::new(0.25, 0.3, 0.7);
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let kr = Vector3::new(0.0, 0.0, 0.0);
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let shininess = 0.5;
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Material { kd, ks, shininess }
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Material {
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kd,
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ks,
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kr,
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shininess,
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}
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}
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pub fn red() -> Material {
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let kd = Vector3::new(0.8, 0.0, 0.3);
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let ks = Vector3::new(0.8, 0.3, 0.0);
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let kr = Vector3::new(0.0, 0.0, 0.0);
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let shininess = 0.5;
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Material { kd, ks, shininess }
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Material {
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kd,
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ks,
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kr,
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shininess,
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}
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}
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pub fn blue() -> Material {
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let kd = Vector3::new(0.0, 0.3, 0.6);
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let ks = Vector3::new(0.3, 0.0, 0.6);
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let kr = Vector3::new(0.0, 0.0, 0.0);
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let shininess = 0.5;
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Material { kd, ks, shininess }
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Material {
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kd,
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ks,
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kr,
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shininess,
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}
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}
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pub fn green() -> Material {
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let kd = Vector3::new(0.0, 1.0, 0.0);
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let ks = Vector3::new(0.0, 1.0, 0.0);
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let kr = Vector3::new(0.0, 0.0, 0.0);
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let shininess = 0.5;
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Material { kd, ks, shininess }
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Material {
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kd,
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ks,
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kr,
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shininess,
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}
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}
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}
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65
src/ray.rs
65
src/ray.rs
@@ -1,5 +1,5 @@
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use crate::{node::Node, scene::Scene};
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use nalgebra::{Matrix4, Point3, Vector3};
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use crate::{node::Node, scene::Scene, EPSILON};
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use nalgebra::{distance, Matrix4, Point3, Vector3};
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use rand;
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const MAX_DEPTH: u8 = 5;
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@@ -12,13 +12,6 @@ fn random_vec() -> Vector3<f64> {
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fn random_unit_vec() -> Vector3<f64> {
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random_vec().normalize()
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}
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fn random_on_hemisphere(normal: &Vector3<f64>) -> Vector3<f64> {
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let dir = random_unit_vec();
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match dir.dot(normal) > 0.0 {
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true => dir,
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false => -dir,
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}
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}
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// INTERSECTION -----------------------------------------------------------------
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pub struct Intersection {
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@@ -105,20 +98,17 @@ impl Ray {
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if node.primitive.intersect_bounding_box(&ray) {
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// Check primitive intersection
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if let Some(intersect) = node.primitive.intersect_ray(&ray) {
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// Check for closest distance
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if intersect.distance < closest_distance {
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closest_distance = intersect.distance;
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// Check for closest distance by converting to world coords
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let intersect = intersect.transform(&node.model, &node.inv_model);
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let distance = distance(&ray.a, &intersect.point);
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if distance < closest_distance {
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closest_distance = distance;
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closest_intersect = Some((node, intersect));
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}
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}
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}
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}
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match closest_intersect {
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Some((node, intersect)) => {
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Some((node, intersect.transform(&node.model, &node.inv_model)))
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}
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None => None,
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}
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closest_intersect
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}
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// This function takes a scene and returns the color of the point where the ray intersects the scene
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pub fn shade_ray(&self, scene: &Scene, depth: u8) -> Option<Vector3<f32>> {
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@@ -143,8 +133,8 @@ impl Ray {
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intersect: &Intersection,
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depth: u8,
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) -> Vector3<f32> {
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let point = &intersect.point;
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let normal = &intersect.normal;
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let point = intersect.point + EPSILON * normal;
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let incidence = &ray.b;
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let material = &node.material;
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@@ -166,42 +156,49 @@ impl Ray {
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let light_distance = to_light.norm() as f32;
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let to_light = to_light.normalize();
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let to_light_ray = Ray::new(point.clone() + 0.001 * normal, to_light);
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//Niave Shadows
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let to_light_ray = Ray::new(point, to_light);
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if to_light_ray.light_blocked(scene, node) {
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continue;
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}
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let n_dot_l = normal.dot(&to_light).max(0.0) as f32;
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//Diffuse component
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//Reflected component
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let mut reflect = Vector3::zeros();
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let reflect_dir = incidence - 2.0 * incidence.dot(&normal) * normal;
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let reflect_ray = Ray::new(point, reflect_dir);
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if let Some(col) = reflect_ray.shade_ray(scene, depth + 1) {
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reflect += col.component_mul(&material.kr)
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}
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//Diffuse component (Lambertian)
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let mut diffuse = Vector3::zeros();
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// diffuse = material.kd * n_dot_l;
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diffuse += material.kd * n_dot_l;
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for _ in 0..DIFFUSE_RAYS {
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let diffuse_dir = random_on_hemisphere(normal);
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let ray = Ray::new(point.clone() + normal, diffuse_dir);
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if let Some(col) = ray.shade_ray(scene, depth + 1) {
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let diffuse_dir = random_unit_vec();
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let diffuse_ray = Ray::new(point.clone(), diffuse_dir + normal);
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if let Some(col) = diffuse_ray.shade_ray(scene, depth + 1) {
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diffuse += col * DIFFUSE_COEFFICIENT;
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}
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}
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//Specular component
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let mut specular = Vector3::zeros();
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if n_dot_l > 0.0 {
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if n_dot_l < 0.0 {
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let h = (to_light - incidence).normalize();
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let n_dot_h = normal.dot(&h).max(0.0) as f32;
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specular = material.ks * n_dot_h.powf(material.shininess);
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}
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//Falloff
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let falloff = 1.0
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/ (1.0
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+ light.falloff[0]
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+ light.falloff[1] * light_distance
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+ light.falloff[2] * light_distance * light_distance);
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// let falloff = 1.0
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// / (1.0
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// + light.falloff[0]
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// + light.falloff[1] * light_distance
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// + light.falloff[2] * light_distance * light_distance);
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let intensity = light
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.colour
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.component_mul(&((diffuse + specular) * falloff));
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let intensity = light.colour.component_mul(&(diffuse + reflect + specular));
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colour += &intensity;
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}
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