Implement Lambertian diffuse scattering
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@@ -29,10 +29,10 @@ static const vec3_t black = { 0.0, 0.0, 0.0 };
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static ray_t scatter(hit_t hit, rng_t *rng)
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{
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const vec3_t rand = rng_vec3(rng);
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const vec3_t dir
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= vec3_dot(rand, hit.normal) > 0.0 ? rand : vec3_scale(rand, -1.0);
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return (ray_t) { .orig = hit.point, .dir = dir };
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return (ray_t) {
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.orig = hit.point,
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.dir = vec3_add(hit.normal, rng_vec3(rng)),
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};
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}
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static vec3_t
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