adding ambient lighting
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@@ -9,6 +9,6 @@ glm::vec3 BRDF::evaluate(HitInfo hit, glm::vec3 viewDir, glm::vec3 lightDir, glm
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glm::vec3 h = glm::normalize(lightDir + viewDir);
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float specular = pow(std::min(std::max(glm::dot(normal, h), 0.0f), 1.0f), shininess);
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return (albedo * diffuse * lightColor);
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return (albedo * diffuse * lightColor) + glm::vec3(0.03, 0.03, 0.03);
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//+(specularColor * specular);
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}
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@@ -4,7 +4,7 @@
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struct Camera
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{
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glm::vec3 position;
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glm::vec3 direction;
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glm::vec3 target;
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glm::vec2 sensorSize = glm::vec2(0.036, 0.024);
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float S_O = 6.9;
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float f = 0.7;
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