Set absorbed colour in material scatter function
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@@ -50,9 +50,11 @@ static vec3_t trace(ray_t ray, const scene_t *scene, rng_t *rng)
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}
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vec3_t atten;
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if (!material.scatter(material.params, hit, rng, &ray, &atten))
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return black;
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const bool scattered
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= material.scatter(material.params, hit, rng, &ray, &atten);
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colour = vec3_hadamard(colour, atten);
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if (!scattered)
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return colour;
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}
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return black;
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