weirdes farb artefakte auf den kugeln wenn ein licht zu nah dran ist
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@@ -1,5 +1,6 @@
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#include "structs.h"
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#include "math.h"
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#include "helper.h"
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vec3 collisionPointSphere(ray *lightray, sphere *object)
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{
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@@ -21,6 +22,10 @@ vec3 collisionPointSphere(ray *lightray, sphere *object)
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collisionPoint.x = S * lightray->direction.x + lightray->origin.x;
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collisionPoint.y = S * lightray->direction.y + lightray->origin.y;
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collisionPoint.z = S * lightray->direction.z + lightray->origin.z;
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if (!epsilonCheck(lightray->origin, collisionPoint)) {
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return (vec3){-10000000, -10000000, -10000000};
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}
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return collisionPoint;
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}
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double S = (-b)/(2*a);
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