Add fuzz parameter to reflective material
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@@ -34,10 +34,15 @@ bool scatter_reflective(
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material_params_t params, hit_t hit, rng_t *rng, ray_t *ray,
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vec3_t *atten_out)
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{
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(void)rng;
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vec3_t reflected = reflect(ray->dir, hit.normal);
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if (params.reflective.fuzz != 0.0) {
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const double weight = params.reflective.fuzz * rng_canon(rng);
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const vec3_t scatter = vec3_scale(rng_vec3(rng), weight);
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reflected = vec3_unit(vec3_add(reflected, scatter));
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}
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ray->orig = hit.point;
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ray->dir = reflect(ray->dir, hit.normal);
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ray->dir = reflected;
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*atten_out = params.reflective.tint;
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return true;
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}
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