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); |