equal
deleted
inserted
replaced
188 } |
188 } |
189 col = (1-refl-trans)*col + refl*refl_col + trans*trans_col; |
189 col = (1-refl-trans)*col + refl*refl_col + trans*trans_col; |
190 } |
190 } |
191 |
191 |
192 // ambient occlusion |
192 // ambient occlusion |
193 if (ao_samples) |
193 if (!from_inside && ao_samples) |
194 { |
194 { |
195 Float miss = 0; |
195 Float miss = 0; |
196 for (int i = 0; i < ao_samples; i++) { |
196 for (int i = 0; i < ao_samples; i++) { |
197 Vector3 dir = SphereDistribute(i, ao_samples, ao_angle, normal); |
197 Vector3 dir = SphereDistribute(i, ao_samples, ao_angle, normal); |
198 Ray ao_ray = Ray(P, dir); |
198 Ray ao_ray = Ray(P, dir); |