fixed fresnel and added lucy
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@@ -97,10 +97,10 @@ glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
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float S = 0.4f; float T = 0.4f;
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float pattern = (modulo(s * S) < 0.5f) ^ (modulo(t * T) < 0.5f);
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if (pattern == 1) {
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mat->Specularity = 0.9f;
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mat->Specularity = 1.0f;
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mat->Gloss = fastRadianToDegree(0.02f);
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} else {
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mat->Specularity = 0.9f;
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mat->Specularity = 1.0f;
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mat->Gloss = fastRadianToDegree(0.0f);
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}
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}
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